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Fixed a bug where we didn't include the inpaint mask name in the transfer node.
#rb tyson.brochu #jira UE-193051 #rnx #lockdown julien.marchand [CL 27141200 by rinat abdrashitov in ue5-main branch]
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@@ -421,6 +421,7 @@ UDynamicMesh* UGeometryScriptLibrary_MeshBoneWeightFunctions::TransferBoneWeight
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TransferBoneWeights.NumSmoothingIterations = Options.NumSmoothingIterations;
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TransferBoneWeights.SmoothingStrength = Options.SmoothingStrength;
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TransferBoneWeights.LayeredMeshSupport = Options.LayeredMeshSupport;
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TransferBoneWeights.ForceInpaintWeightMapName = Options.InpaintMask;
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}
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if (TransferBoneWeights.Validate() != EOperationValidationResult::Ok)
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@@ -152,6 +152,10 @@ struct GEOMETRYSCRIPTINGCORE_API FGeometryScriptTransferBoneWeightsOptions
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/** The strength of each post-processing smoothing iteration. */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Options, meta = (UIMin = 0, UIMax = 1, ClampMin = 0, ClampMax = 1, EditCondition = "TransferMethod == ETransferBoneWeightsMethod::InpaintWeights"))
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float SmoothingStrength = 0.0f;
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/** Optional weight attribute name where a non-zero value indicates that we want the skinning weights for the vertex to be computed automatically instead of it being copied over from the source mesh. */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Options, meta = (EditCondition = "TransferMethod == ETransferBoneWeightsMethod::InpaintWeights"))
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FName InpaintMask;
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};
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USTRUCT(BlueprintType, meta = (DisplayName = "Bone Info"))
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