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FGroupSubMeshes holds the per-polygroup sub skeletal meshes split from a source skeletal mesh by a triangle label layer. Each entry in SubSkeletalMeshes element corresponds to one polygroup in the source mesh. Sub-meshes are generated with a single root-bone binding and a SubToSource vertex attribute that maps sub-mesh vertices back to the original mesh indices.
| Name | FGroupSubMeshes |
| Type | struct |
| Header File | /Engine/Plugins/Experimental/Animation/DirectMeshControl/Source/DirectMeshControl/Public/DirectMeshControlUtilities.h |
| Include Path | #include "DirectMeshControlUtilities.h" |
Syntax
USTRUCT ()
struct FGroupSubMeshes
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| GroupIdToSubMesh | TMap< int32, int32 > | Maps each polygroup ID to the corresponding index in SubSkeletalMeshes. | DirectMeshControlUtilities.h | |
| SubSkeletalMeshes | TArray< TObjectPtr< USkeletalMesh > > | Generated sub skeletal meshes, one entry per unique polygroup in the source layer. | DirectMeshControlUtilities.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
const TMap< int32, int32 > & GetGroupIdToSubMesh() |
Returns the map from polygroup ID to index into GetSubSkeletalMeshes(). | DirectMeshControlUtilities.h | |
const TArray< TObjectPtr< USkeletalMesh > > & GetSubSkeletalMeshes() |
Returns the array of generated sub skeletal meshes. | DirectMeshControlUtilities.h | |
void Rebuild
(
USkeletalMesh* InSkeletalMesh, |
Splits the input skeletal mesh into one skeletal mesh per polygroup | DirectMeshControlUtilities.h | |
void Reset() |
Marks all sub-meshes as garbage and clears the mesh and index-map arrays. | DirectMeshControlUtilities.h |