// Copyright Epic Games, Inc. All Rights Reserved. #include "MeshAttributes.h" namespace MeshAttribute { namespace Vertex { const FName Position("Position "); } namespace VertexInstance { const FName VertexIndex("VertexIndex"); } namespace Edge { const FName VertexIndex("VertexIndex"); } namespace Triangle { const FName VertexInstanceIndex("VertexInstanceIndex"); const FName PolygonIndex("PolygonIndex"); const FName EdgeIndex("EdgeIndex"); const FName VertexIndex("VertexIndex"); const FName UVIndex("UVIndex"); const FName PolygonGroupIndex("PolygonGroupIndex"); } namespace UV { const FName UVCoordinate("UVCoordinate"); } namespace Polygon { const FName PolygonGroupIndex("PolygonGroupIndex"); } } void FMeshAttributes::Register(bool bKeepExistingAttribute) { // Nothing to do here: Vertex positions are already registered by the FMeshDescription constructor }