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A structure for holding mesh-to-mesh triangle influences to skin one mesh to another (similar to a wrap deformer)
| Name | FMeshToMeshVertData |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Public/SkeletalMeshTypes.h |
| Include Path | #include "SkeletalMeshTypes.h" |
Syntax
struct FMeshToMeshVertData
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| NormalBaryCoordsAndDist | FVector4f | Barycentric coords and distance along normal for the location of the unit normal endpoint Actual normal = ResolvedNormalPosition - ResolvedPosition | SkeletalMeshTypes.h | |
| Padding | uint32 | Dummy for alignment. | SkeletalMeshTypes.h | |
| PositionBaryCoordsAndDist | FVector4f | Barycentric coords and distance along normal for the position of the final vert. | SkeletalMeshTypes.h | |
| SourceMeshVertIndices | uint16 | Contains the 3 indices for verts in the source mesh forming a triangle, the last element is a flag to decide how the skinning works, 0xffff uses no simulation, and just normal skinning, anything else uses the source mesh and the above skin data to get the final position | SkeletalMeshTypes.h | |
| TangentBaryCoordsAndDist | FVector4f | Barycentric coords and distance along normal for the location of the unit Tangent endpoint Actual normal = ResolvedNormalPosition - ResolvedPosition | SkeletalMeshTypes.h | |
| Weight | float | For weighted averaging of multiple triangle influences. | SkeletalMeshTypes.h |