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Defined a named region on a mesh that will have associated triangles and bones for fast sampling at each enabled LOD.
| Name | FSkeletalMeshSamplingRegion |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Classes/Engine/SkeletalMeshSampling.h |
| Include Path | #include "Engine/SkeletalMeshSampling.h" |
Syntax
USTRUCT ()
struct FSkeletalMeshSamplingRegion
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FSkeletalMeshSamplingRegion() |
Engine/SkeletalMeshSampling.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| BoneFilters | TArray< FSkeletalMeshSamplingRegionBoneFilter > | Filters to determine which triangles and bones to include in this region based on bone. | Engine/SkeletalMeshSampling.h |
|
| bSupportUniformlyDistributedSampling | uint32 | Mesh supports uniformly distributed sampling in constant time. Memory cost is 8 bytes per triangle. | Engine/SkeletalMeshSampling.h |
|
| LODIndex | int32 | The LOD of the mesh that this region applies to. | Engine/SkeletalMeshSampling.h |
|
| MaterialFilters | TArray< FSkeletalMeshSamplingRegionMaterialFilter > | Filters to determine which triangles to include in this region based on material. | Engine/SkeletalMeshSampling.h |
|
| Name | FName | Name of this region that users will reference. | Engine/SkeletalMeshSampling.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void GetFilteredBones
(
FReferenceSkeleton& RefSkel, |
Directly included vertices from a future painting tool. | Engine/SkeletalMeshSampling.h | |
bool IsMaterialAllowed
(
FName MaterialName |
Engine/SkeletalMeshSampling.h |