Navigation
Unreal Engine C++ API Reference > Runtime > Engine > Rendering
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Public/Rendering/SkeletalMeshLODModel.h |
Include | #include "Rendering/SkeletalMeshLODModel.h" |
Syntax
struct FSkelMeshSourceSectionUserData
Remarks
Structure containing all the section data a user can change.
Some section data also impact dependent generated LOD, those member should be add to the DDC Key and trig a rebuild if they are change.
Variables
Type | Name | Description | |
---|---|---|---|
![]() |
bool | bCastShadow | This section will cast shadow |
![]() |
bool | bDisabled | If disabled, we won't render this section |
![]() |
bool | bRecomputeTangent | This section will recompute tangent in runtime |
![]() |
bool | bVisibleInRayTracing | If true, this section will be visible in ray tracing effects. |
![]() |
FClothingSectionData | ClothingData | Clothing data for this section, clothing is only present if ClothingData.IsValid() returns true |
![]() |
int16 | CorrespondClothAssetIndex | INDEX_NONE if not set. |
![]() |
int32 | GenerateUpToLodIndex | The LOD index at which any generated lower quality LODs will include this section. |
![]() |
ESkinVertexColorChannel | RecomputeTangentsVertexMaskChannel | Vertex color channel to use to mask recompute tangent |
Constructors
Type | Name | Description | |
---|---|---|---|
![]() |
End DDC members. |
Functions
Type | Name | Description | |
---|---|---|---|
![]() ![]() |
FSkelMeshSourceSectionUserData & | GetSourceSectionUserData
(
TMap< int32, FSkelMeshSourceSectionUserData >& UserSectionsData, |
|
![]() ![]() |
bool |