| BoneMap |
TArray< uint16 > |
The bones which are used by the vertices of this section. Indices of bones in the USkeletalMesh::RefSkeleton array. |
Rendering/NaniteResources.h |
|
| ChunkedParentSectionIndex |
int32 |
If this section was produce because of BONE chunking, the parent section index will be valid. |
Rendering/NaniteResources.h |
|
| ClothingData |
FClothingSectionData |
Clothing data for this section, clothing is only present if ClothingData.IsValid() returns true |
Rendering/NaniteResources.h |
|
| ClothMappingDataLODs |
TArray< TArray< FMeshToMeshVertData > > |
The cloth deformer mapping data to each required cloth LOD. |
Rendering/NaniteResources.h |
|
| CorrespondClothAssetIndex |
int16 |
INDEX_NONE if not set. |
Rendering/NaniteResources.h |
|
| GenerateUpToLodIndex |
int32 |
The LOD index at which any generated lower quality LODs will include this section. |
Rendering/NaniteResources.h |
|
| MaxBoneInfluences |
uint32 |
Max # of bones used to skin the vertices in this section. |
Rendering/NaniteResources.h |
|
| OriginalDataSectionIndex |
int32 |
This represent the original section index in the imported data. |
Rendering/NaniteResources.h |
|
| OverlappingVertices |
TMap< int32, TArray< int32 > > |
Map between a vertex index and all vertices that share the same position |
Rendering/NaniteResources.h |
|
| RecomputeTangentsVertexMaskChannel |
ESkinVertexColorChannel |
Vertex color channel to mask recompute tangents. R=0,G=1,B=2,A=None=3 |
Rendering/NaniteResources.h |
|
| SoftVertices |
TArray< FSoftSkinVertex > |
The soft vertices of this section. |
Rendering/NaniteResources.h |
|