Navigation
API > API/Plugins > API/Plugins/MeshPartitionEditor > API/Plugins/MeshPartitionEditor/FChannelTextureRenderer
Cached UV mesh topology that remains constant during displacement and paint operations.
| Name | FChannelRenderUVMeshTopology |
| Type | struct |
| Header File | /Engine/Plugins/Experimental/MeshPartition/Source/MeshPartitionEditor/Public/MeshPartitionChannelCollection.h |
| Include Path | #include "MeshPartitionChannelCollection.h" |
Syntax
struct FChannelRenderUVMeshTopology
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| DomainMapping | FSectionDomainMapping | MeshPartitionChannelCollection.h | ||
| Indices | TArray< int32 > | MeshPartitionChannelCollection.h | ||
| RasterResolution | FUint32Vector2 | MeshPartitionChannelCollection.h | ||
| TexcoordMetrics | FVector2f | MeshPartitionChannelCollection.h | ||
| UVElementToVertexID | TArray< int32 > | MeshPartitionChannelCollection.h | ||
| UVs | TArray< FVector2f > | MeshPartitionChannelCollection.h | ||
| VertexCount | int32 | MeshPartitionChannelCollection.h |