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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/FSkeletalMeshObject
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void UpdateSkinWeightBuffer
(
const USkinnedMeshComponent* InMeshComponent |
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. | SkeletalRenderPublic.h | |
void UpdateSkinWeightBuffer
(
const TArrayView< const FSkelMeshComponentLODInfo > InLODInfo |
SkeletalRenderPublic.h |
UpdateSkinWeightBuffer(const USkinnedMeshComponent *)
Description
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.
| Name | UpdateSkinWeightBuffer |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/SkeletalRenderPublic.h |
| Include Path | #include "SkeletalRenderPublic.h" |
| Source | /Engine/Source/Runtime/Engine/Private/SkeletalRender.cpp |
void UpdateSkinWeightBuffer
(
const USkinnedMeshComponent * InMeshComponent
)
UpdateSkinWeightBuffer(const TArrayView< const FSkelMeshComponentLODInfo >)
| Name | UpdateSkinWeightBuffer |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/SkeletalRenderPublic.h |
| Include Path | #include "SkeletalRenderPublic.h" |
void UpdateSkinWeightBuffer
(
const TArrayView < const FSkelMeshComponentLODInfo > InLODInfo
)