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Unreal Engine C++ API Reference > Runtime > Engine > Engine
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Classes/Engine/SkeletalMeshSampling.h |
Include | #include "Engine/SkeletalMeshSampling.h" |
Syntax
USTRUCT ()
struct FSkeletalMeshSamplingRegion
Remarks
Defined a named region on a mesh that will have associated triangles and bones for fast sampling at each enabled LOD.
Variables
Type | Name | Description | |
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TArray< FSkeletalMeshSamplingRegionBoneFilter > | BoneFilters | Filters to determine which triangles and bones to include in this region based on bone. |
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uint32: 1 | bSupportUniformlyDistributedSampling | Mesh supports uniformly distributed sampling in constant time. Memory cost is 8 bytes per triangle. |
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int32 | LODIndex | The LOD of the mesh that this region applies to. |
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TArray< FSkeletalMeshSamplingRegionMaterialFilter > | MaterialFilters | Filters to determine which triangles to include in this region based on material. |
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FName | Name | Name of this region that users will reference. |
Constructors
Type | Name | Description | |
---|---|---|---|
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Functions
Type | Name | Description | |
---|---|---|---|
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void | GetFilteredBones
(
FReferenceSkeleton& RefSkel, |
Directly included vertices from a future painting tool. |
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bool | IsMaterialAllowed
(
FName MaterialName |