Navigation
API > API/Runtime > API/Runtime/Engine
Structure containing all the section data a user can change.
Some section data also impact dependent generated LOD, those member should be add to the DDC Key and trig a rebuild if they are change.
| Name | FSkelMeshSourceSectionUserData |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Public/Rendering/SkeletalMeshLODModel.h |
| Include Path | #include "Rendering/SkeletalMeshLODModel.h" |
Syntax
struct FSkelMeshSourceSectionUserData
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FSkelMeshSourceSectionUserData() |
End DDC members. | Rendering/SkeletalMeshLODModel.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bCastShadow | bool | This section will cast shadow | Rendering/SkeletalMeshLODModel.h | |
| bDisabled | bool | If disabled, we won't render this section | Rendering/SkeletalMeshLODModel.h | |
| bRecomputeTangent | bool | This section will recompute tangent in runtime | Rendering/SkeletalMeshLODModel.h | |
| bVisibleInRayTracing | bool | If true, this section will be visible in ray tracing effects. | Rendering/SkeletalMeshLODModel.h | |
| ClothingData | FClothingSectionData | Clothing data for this section, clothing is only present if ClothingData.IsValid() returns true | Rendering/SkeletalMeshLODModel.h | |
| CorrespondClothAssetIndex | int16 | INDEX_NONE if not set. | Rendering/SkeletalMeshLODModel.h | |
| GenerateUpToLodIndex | int32 | The LOD index at which any generated lower quality LODs will include this section. | Rendering/SkeletalMeshLODModel.h | |
| RecomputeTangentsVertexMaskChannel | ESkinVertexColorChannel | Vertex color channel to use to mask recompute tangent | Rendering/SkeletalMeshLODModel.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool HasClothingData() |
Rendering/SkeletalMeshLODModel.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static FSkelMeshSourceSectionUserData & GetSourceSectionUserData
(
TMap< int32, FSkelMeshSourceSectionUserData >& UserSectionsData, |
Rendering/SkeletalMeshLODModel.h |