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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/FSkeletalMeshObject
References
| Module | Engine |
| Header | /Engine/Source/Runtime/Engine/Public/SkeletalRenderPublic.h |
| Include | #include "SkeletalRenderPublic.h" |
void UpdateSkinWeightBuffer
&40;
USkinnedMeshComponent &42; InMeshComponent
&41;
Remarks
Will force re-evaluating which Skin Weight buffer should be used for skinning, determined by checking for any override weights or a skin weight profile being set. This prevents re-creating the vertex factories, but rather updates the bindings in place.