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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/FSkeletalMeshSceneProxy
Info for section element in an LOD
| Name | FSectionElementInfo |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Public/SkeletalMeshSceneProxy.h |
| Include Path | #include "SkeletalMeshSceneProxy.h" |
Syntax
struct FSectionElementInfo
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FSectionElementInfo
(
UMaterialInterface* InMaterial, |
SkeletalMeshSceneProxy.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bEnableShadowCasting | bool | Whether shadow casting is enabled for this section. | SkeletalMeshSceneProxy.h | |
| HitProxy | HHitProxy * | The editor needs to be able to individual sub-mesh hit detection, so we store a hit proxy on each mesh. | SkeletalMeshSceneProxy.h | |
| Material | UMaterialInterface * | SkeletalMeshSceneProxy.h | ||
| PerSectionOverlayMaterial | UMaterialInterface * | SkeletalMeshSceneProxy.h | ||
| UseMaterialIndex | int32 | Index into the materials array of the skel mesh or the component after LOD mapping | SkeletalMeshSceneProxy.h |