Description
GenerateSkeletalBindings (v1)
Generate barycentric bindings (used by the FleshDeformer deformer graph) of a render surface to a tetrahedral mesh.
Input(s) : Collection - Passthrough geometry collection. Bindings are stored as standalone groups in the \p Collection, keyed by the name of the input render mesh and all available LOD's. SkeletalMeshIn - The input mesh, whose render surface is used to generate bindings.
Output(s): Collection [Passthrough] - Passthrough geometry collection. Bindings are stored as standalone groups in the \p Collection, keyed by the name of the input render mesh and all available LOD's.
Information
| Module | ChaosFleshNodes |
| Category | Flesh |
| Type | FGenerateSkeletalBindings |
Inputs
| Name | Description | Permitted Types | Default Value |
|---|---|---|---|
| Collection | Passthrough geometry collection. Bindings are stored as standalone groups in the \p Collection, keyed by the name of the input render mesh and all available LOD's. | FManagedArrayCollection | () |
| BoneIndexIn | int32 | 0 | |
| SkeletalMeshIn | The input mesh, whose render surface is used to generate bindings. | TObjectPtr<USkeletalMesh> | None |
Outputs
| Name | Description | Permitted Types | Default Value |
|---|---|---|---|
| Collection | Passthrough geometry collection. Bindings are stored as standalone groups in the \p Collection, keyed by the name of the input render mesh and all available LOD's. | FManagedArrayCollection |