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uint32 |
BaseIndex |
The offset of this section's indices in the LOD's index buffer. |
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uint32 |
BaseVertexIndex |
The offset into the LOD's vertex buffer of this section's vertices. |
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bool |
bCastShadow |
This section will cast shadow |
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bool |
bDisabled |
Disabled sections will not be collected when rendering, controlled from the source section in the skeletal mesh asset |
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TArray< FBoneIndexType > |
BoneMap |
The bones which are used by the vertices of this section. |
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bool |
bRecomputeTangent |
This section will recompute tangent in runtime |
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bool |
bVisibleInRayTracing |
If true, this section will be visible in ray tracing effects. |
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FClothingSectionData |
ClothingData |
Clothing data for this section, clothing is only present if ClothingData.IsValid() returns true |
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TArray< TArray< FMeshToMeshVertData > > |
ClothMappingDataLODs |
The cloth deformer mapping data to each of the required cloth LOD. |
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int16 |
CorrespondClothAssetIndex |
INDEX_NONE if not set. |
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FDuplicatedVerticesBuffer |
DuplicatedVerticesBuffer |
Index Buffer containting all duplicated vertices in the section and a buffer containing which indices into the index buffer are relevant per vertex |
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uint16 |
MaterialIndex |
Material (texture) used for this section. |
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int32 |
MaxBoneInfluences |
Max # of bones used to skin the vertices in this section |
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uint32 |
NumTriangles |
The number of triangles in this section. |
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uint32 |
NumVertices |
The number of vertices in this section. |
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ESkinVertexColorChannel |
RecomputeTangentsVertexMaskChannel |
Which channel for masking the recompute tangents |