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Struct holding parameters needed when creating a new clothing asset or sub asset (LOD)
| Name | FSkeletalMeshClothBuildParams |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Classes/Engine/SkeletalMesh.h |
| Include Path | #include "Engine/SkeletalMesh.h" |
Syntax
USTRUCT ()
struct FSkeletalMeshClothBuildParams
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FSkeletalMeshClothBuildParams() |
Engine/SkeletalMesh.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AssetName | FString | Name of the clothing asset. | Engine/SkeletalMesh.h |
|
| bRemapParameters | bool | If reimporting, this will map the old LOD parameters to the new LOD mesh. | Engine/SkeletalMesh.h |
|
| bRemoveFromMesh | bool | Whether or not to leave this section behind (if driving a mesh with itself). Enable this if driving a high poly mesh with a low poly. | Engine/SkeletalMesh.h |
|
| LodIndex | int32 | LOD to extract the section from. | Engine/SkeletalMesh.h |
|
| PhysicsAsset | TSoftObjectPtr< UPhysicsAsset > | Physics asset to extract collisions from, note this will only extract spheres and Sphyls, as that is what the simulation supports. | Engine/SkeletalMesh.h |
|
| SourceSection | int32 | Section within the specified LOD to extract. | Engine/SkeletalMesh.h |
|
| TargetAsset | TWeakObjectPtr< UClothingAssetBase > | Target asset when importing LODs. | Engine/SkeletalMesh.h |
|
| TargetLod | int32 | Target LOD to import to when importing LODs. | Engine/SkeletalMesh.h |
|