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API > API/Runtime > API/Runtime/Engine
| Name | FSkeletalMeshSamplingInfo |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Classes/Engine/SkeletalMeshSampling.h |
| Include Path | #include "Engine/SkeletalMeshSampling.h" |
Syntax
USTRUCT ()
struct FSkeletalMeshSamplingInfo
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Regions | TArray< FSkeletalMeshSamplingRegion > | Info defining sampling of named regions on this mesh. | Engine/SkeletalMeshSampling.h |
|
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| BuiltData | FSkeletalMeshSamplingBuiltData | Engine/SkeletalMeshSampling.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void BuildRegions
(
USkeletalMesh* SkeletalMesh |
Rebuilds all data required for sampling. | Engine/SkeletalMeshSampling.h | |
void BuildWholeMesh
(
USkeletalMesh* SkeletalMesh |
Engine/SkeletalMeshSampling.h | ||
const FSkeletalMeshSamplingBuiltData & GetBuiltData() |
Engine/SkeletalMeshSampling.h | ||
const FSkeletalMeshSamplingRegion & GetRegion
(
int32 RegionIdx |
Engine/SkeletalMeshSampling.h | ||
const FSkeletalMeshSamplingRegion * GetRegion
(
FName RegionName |
Engine/SkeletalMeshSampling.h | ||
const FSkeletalMeshSamplingRegionBuiltData & GetRegionBuiltData
(
int32 RegionIndex |
Engine/SkeletalMeshSampling.h | ||
const FSkeletalMeshSamplingRegionBuiltData * GetRegionBuiltData
(
FName RegionName |
Engine/SkeletalMeshSampling.h | ||
const FSkeletalMeshSamplingLODBuiltData & GetWholeMeshLODBuiltData
(
int32 LODIndex |
Engine/SkeletalMeshSampling.h | ||
int32 IndexOfRegion
(
FName RegionName |
Engine/SkeletalMeshSampling.h | ||
bool IsSamplingEnabled
(
const USkeletalMesh* OwnerMesh, |
True if this LOD is enabled for the whole mesh or a named region. | Engine/SkeletalMeshSampling.h |