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This is the total cloth time split up among multiple computation (updating gpu, updating sim, etc...)
| Name | ESkinCacheUsage |
| Type | enum |
| Header File | /Engine/Source/Runtime/Engine/Classes/Engine/SkinnedAssetCommon.h |
| Include Path | #include "Engine/SkinnedAssetCommon.h" |
Syntax
enum ESkinCacheUsage
{
Auto = 0,
Disabled = uint8(-1),
Enabled = 1,
}
Values
| Name | Remarks |
|---|---|
| Auto | Auto will defer to child or global behavior based on context. |
| Disabled | Mesh will not use the skin cache. However, if Support Ray Tracing is enabled on the mesh, the skin cache will still be used for Ray Tracing updates. |
| Enabled | Mesh will use the skin cache. |