Navigation
API > API/Runtime > API/Runtime/Engine
Structure to store the buffer offsets to the section's cloth deformer mapping data. Also contains the stride to further cloth LODs data for cases where one section has multiple mappings so that it can be wrap deformed with cloth data from a different LOD. When using LOD bias in Raytracing for example.
| Name | FClothBufferIndexMapping |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Public/SkeletalMeshTypes.h |
| Include Path | #include "SkeletalMeshTypes.h" |
Syntax
struct FClothBufferIndexMapping
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| BaseVertexIndex | uint32 | Section first index. | SkeletalMeshTypes.h | |
| LODBiasStride | uint32 | Stride to the next LOD mapping if any. | SkeletalMeshTypes.h | |
| MappingOffset | uint32 | Offset in the buffer to the corresponding cloth mapping. | SkeletalMeshTypes.h |