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]
This commit is contained in:
rinat abdrashitov
2023-08-16 11:27:18 -04:00
parent 3d1dc8eb93
commit 910b049dcd
2 changed files with 5 additions and 0 deletions

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@@ -421,6 +421,7 @@ UDynamicMesh* UGeometryScriptLibrary_MeshBoneWeightFunctions::TransferBoneWeight
TransferBoneWeights.NumSmoothingIterations = Options.NumSmoothingIterations;
TransferBoneWeights.SmoothingStrength = Options.SmoothingStrength;
TransferBoneWeights.LayeredMeshSupport = Options.LayeredMeshSupport;
TransferBoneWeights.ForceInpaintWeightMapName = Options.InpaintMask;
}
if (TransferBoneWeights.Validate() != EOperationValidationResult::Ok)

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@@ -152,6 +152,10 @@ struct GEOMETRYSCRIPTINGCORE_API FGeometryScriptTransferBoneWeightsOptions
/** The strength of each post-processing smoothing iteration. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Options, meta = (UIMin = 0, UIMax = 1, ClampMin = 0, ClampMax = 1, EditCondition = "TransferMethod == ETransferBoneWeightsMethod::InpaintWeights"))
float SmoothingStrength = 0.0f;
/** 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. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Options, meta = (EditCondition = "TransferMethod == ETransferBoneWeightsMethod::InpaintWeights"))
FName InpaintMask;
};
USTRUCT(BlueprintType, meta = (DisplayName = "Bone Info"))