Navigation
API > API/Runtime > API/Runtime/Engine
| Name | FSkelMeshRenderSection |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Public/Rendering/SkeletalMeshLODRenderData.h |
| Include Path | #include "Rendering/SkeletalMeshLODRenderData.h" |
Syntax
struct FSkelMeshRenderSection
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FSkelMeshRenderSection() |
Rendering/SkeletalMeshLODRenderData.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| BaseIndex | uint32 | The offset of this section's indices in the LOD's index buffer. | Rendering/SkeletalMeshLODRenderData.h | |
| BaseVertexIndex | uint32 | The offset into the LOD's vertex buffer of this section's vertices. | Rendering/SkeletalMeshLODRenderData.h | |
| bCastShadow | bool | This section will cast shadow | Rendering/SkeletalMeshLODRenderData.h | |
| bDisabled | bool | Disabled sections will not be collected when rendering, controlled from the source section in the skeletal mesh asset | Rendering/SkeletalMeshLODRenderData.h | |
| BoneMap | TArray< FBoneIndexType > | The bones which are used by the vertices of this section. | Rendering/SkeletalMeshLODRenderData.h | |
| bRecomputeTangent | bool | This section will recompute tangent in runtime | Rendering/SkeletalMeshLODRenderData.h | |
| bVisibleInRayTracing | bool | If true, this section will be visible in ray tracing effects. | Rendering/SkeletalMeshLODRenderData.h | |
| ClothingData | FClothingSectionData | Clothing data for this section, clothing is only present if ClothingData.IsValid() returns true | Rendering/SkeletalMeshLODRenderData.h | |
| ClothMappingDataLODs | TArray< TArray< FMeshToMeshVertData > > | The cloth deformer mapping data to each of the required cloth LOD. | Rendering/SkeletalMeshLODRenderData.h | |
| CorrespondClothAssetIndex | int16 | INDEX_NONE if not set. | Rendering/SkeletalMeshLODRenderData.h | |
| DuplicatedVerticesBuffer | FDuplicatedVerticesBuffer | Index Buffer containting all duplicated vertices in the section and a buffer containing which indices into the index buffer are relevant per vertex | Rendering/SkeletalMeshLODRenderData.h | |
| MaterialIndex | uint16 | Material (texture) used for this section. | Rendering/SkeletalMeshLODRenderData.h | |
| MaxBoneInfluences | int32 | Max # of bones used to skin the vertices in this section | Rendering/SkeletalMeshLODRenderData.h | |
| NumTriangles | uint32 | The number of triangles in this section. | Rendering/SkeletalMeshLODRenderData.h | |
| NumVertices | uint32 | The number of vertices in this section. | Rendering/SkeletalMeshLODRenderData.h | |
| RecomputeTangentsVertexMaskChannel | ESkinVertexColorChannel | Which channel for masking the recompute tangents | Rendering/SkeletalMeshLODRenderData.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
int32 GetNumVertices() |
Rendering/SkeletalMeshLODRenderData.h | ||
int32 GetVertexBufferIndex() |
Rendering/SkeletalMeshLODRenderData.h | ||
bool HasClothingData() |
Rendering/SkeletalMeshLODRenderData.h | ||
bool IsValid() |
Rendering/SkeletalMeshLODRenderData.h |
Deprecated Variables
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ClothMappingData_DEPRECATED | TArray< FMeshToMeshVertData > | The extra vertex data for mapping to an APEX clothing simulation mesh. | Rendering/SkeletalMeshLODRenderData.h |