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API > API/Runtime > API/Runtime/SkeletalMeshDescription > API/Runtime/SkeletalMeshDescription/FSkeletalMeshOperations
Description
Splits the mesh into further polygon groups if the number of unique bones being bound to by all the triangles in that group exceeds the given maximum bone count. If a split happens, a new polygroup attribute is created ("ParentPolygonGroup") that points to the polygon group ID that the split-off group got created from.
| Name | PartitionByMaximumUniqueBoneIndexCount |
| Type | function |
| Header File | /Engine/Source/Runtime/SkeletalMeshDescription/Public/SkeletalMeshOperations.h |
| Include Path | #include "SkeletalMeshOperations.h" |
| Source | /Engine/Source/Runtime/SkeletalMeshDescription/Private/SkeletalMeshOperations.cpp |
static void PartitionByMaximumUniqueBoneIndexCount
(
FMeshDescription & InOutMeshDescription,
const int32 InMaxBoneCount,
TConstArrayView< FName > InProfileNames
)
Parameters
| Name | Remarks |
|---|---|
| InOutMeshDescription | The mesh to partition. |
| InMaxBoneCount | The maximum number of unique bones in each group. |
| InProfileNames | The skin weight profiles to consider. If empty, will consider every profile. For only the default profile, use FSkeletalMeshAttributes::DefaultSkinWeightProfileName |