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LOD specific setup for the skeletal mesh component.
| Name | FSkelMeshComponentLODInfo |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Classes/Components/SkinnedMeshComponent.h |
| Include Path | #include "Components/SkinnedMeshComponent.h" |
Syntax
USTRUCT ()
struct FSkelMeshComponentLODInfo
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FSkelMeshComponentLODInfo() |
Components/SkinnedMeshComponent.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
~FSkelMeshComponentLODInfo() |
Components/SkinnedMeshComponent.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| HiddenMaterials | TArray< bool > | Material corresponds to section. To show/hide each section, use this. | Components/SkinnedMeshComponent.h | |
| OverrideProfileSkinWeights | FSkinWeightVertexBuffer * | Vertex buffer used to override skin weights from one of the profiles | Components/SkinnedMeshComponent.h | |
| OverrideSkinWeights | FSkinWeightVertexBuffer * | Vertex buffer used to override skin weights | Components/SkinnedMeshComponent.h | |
| OverrideVertexColors | FColorVertexBuffer * | Vertex buffer used to override vertex colors | Components/SkinnedMeshComponent.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool BeginReleaseOverrideSkinWeights() |
Components/SkinnedMeshComponent.h | ||
bool BeginReleaseOverrideVertexColors() |
Components/SkinnedMeshComponent.h | ||
void EndReleaseOverrideSkinWeights() |
Components/SkinnedMeshComponent.h | ||
void EndReleaseOverrideVertexColors() |
Components/SkinnedMeshComponent.h | ||
void ReleaseOverrideSkinWeightsAndBlock() |
Components/SkinnedMeshComponent.h | ||
void ReleaseOverrideVertexColorsAndBlock() |
Components/SkinnedMeshComponent.h |