Navigation
API > API/Plugins > API/Plugins/Niagara
| Name | FNDISkeletalMesh_InstanceData |
| Type | struct |
| Header File | /Engine/Plugins/FX/Niagara/Source/Niagara/Classes/NiagaraDataInterfaceSkeletalMesh.h |
| Include Path | #include "NiagaraDataInterfaceSkeletalMesh.h" |
Syntax
struct FNDISkeletalMesh_InstanceData
Structs
| Name | Remarks |
|---|---|
| FCachedSocketInfo | Name of all the sockets we use. |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bAllowCPUMeshDataAccess | bool | Flag to stub VM functions that rely on mesh data being accessible on the CPU | NiagaraDataInterfaceSkeletalMesh.h | |
| bComponentValid | uint32 | True if SceneComponent was valid on initialization (used to track invalidation of the component on tick) | NiagaraDataInterfaceSkeletalMesh.h | |
| bIsGpuUniformlyDistributedSampling | uint32 | True if the mesh we're using allows area weighted sampling on GPU. | NiagaraDataInterfaceSkeletalMesh.h | |
| bMeshValid | uint32 | True if StaticMesh was valid on initialization (used to track invalidation of the mesh on tick) | NiagaraDataInterfaceSkeletalMesh.h | |
| bReadDeformedGeometry | uint32 | NiagaraDataInterfaceSkeletalMesh.h | ||
| bResetOnLODStreamedIn | bool | Whether to reset the emitter if any LOD get streamed in. | NiagaraDataInterfaceSkeletalMesh.h | |
| bUnlimitedBoneInfluences | uint32 | True if the mesh we're using is to be rendered in unlimited bone influences mode. | NiagaraDataInterfaceSkeletalMesh.h | |
| CachedAttachParent | TWeakObjectPtr< USceneComponent > | Always reset the DI when the attach parent changes. | NiagaraDataInterfaceSkeletalMesh.h | |
| CachedLODData | TRefCountPtr< const FSkeletalMeshLODRenderData > | The referenced LOD data, used to prevent streaming out LODs while they are being referenced | NiagaraDataInterfaceSkeletalMesh.h | |
| CachedLODIdx | int32 | The cached LODIdx used to initialize the FNDIStaticMesh_InstanceData. | NiagaraDataInterfaceSkeletalMesh.h | |
| CachedUserParam | UObject * | NiagaraDataInterfaceSkeletalMesh.h | ||
| ChangeId | uint32 | NiagaraDataInterfaceSkeletalMesh.h | ||
| Connectivity | FSkeletalMeshConnectivityHandle | Handle to connectivity data. | NiagaraDataInterfaceSkeletalMesh.h | |
| DeltaSeconds | float | Time separating Transform and PrevTransform. | NiagaraDataInterfaceSkeletalMesh.h | |
| ExcludedBoneIndex | int32 | Excluded bone for some specific functions, generally the root bone which you don't want to include when picking a random bone. | NiagaraDataInterfaceSkeletalMesh.h | |
| FilteredAndUnfilteredBones | TArray< uint16 > | Indices of the bones filtered by the user followed by the unfiltered bones, if this array is empty no filtering is in effect. | NiagaraDataInterfaceSkeletalMesh.h | |
| FilteredSocketBoneOffset | int32 | Bone index of the first socket, sockets are appended to the end of the bone array | NiagaraDataInterfaceSkeletalMesh.h | |
| FilteredSocketInfo | TArray< FCachedSocketInfo > | NiagaraDataInterfaceSkeletalMesh.h | ||
| FilteredSocketTransforms | TStaticArray< TArray< FTransform3f >, 2 > | Transforms for sockets. | NiagaraDataInterfaceSkeletalMesh.h | |
| FilteredSocketTransformsIndex | uint32 | Index into which socket transforms to use. | NiagaraDataInterfaceSkeletalMesh.h | |
| MeshBoneIndexSizeBytes | uint32 | NiagaraDataInterfaceSkeletalMesh.h | ||
| MeshBoneWeightSizeBytes | uint32 | NiagaraDataInterfaceSkeletalMesh.h | ||
| MeshBoneWeightStrideBytes | uint32 | NiagaraDataInterfaceSkeletalMesh.h | ||
| MeshGpuSpawnDynamicBuffers | FSkeletalMeshGpuDynamicBufferProxy * | NiagaraDataInterfaceSkeletalMesh.h | ||
| MeshGpuSpawnStaticBuffers | FSkeletalMeshGpuSpawnStaticBuffers * | Extra mesh data upload to GPU. | NiagaraDataInterfaceSkeletalMesh.h | |
| MeshSkinWeightBuffer | const FSkinWeightDataVertexBuffer * | NiagaraDataInterfaceSkeletalMesh.h | ||
| MeshSkinWeightLookupBuffer | const FSkinWeightLookupVertexBuffer * | NiagaraDataInterfaceSkeletalMesh.h | ||
| NumFilteredBones | int32 | Number of filtered bones in the array. | NiagaraDataInterfaceSkeletalMesh.h | |
| NumUnfilteredBones | int32 | Number of unfiltered bones in the array. | NiagaraDataInterfaceSkeletalMesh.h | |
| PreSkinnedLocalBoundsCenter | FVector3f | Preskinned local bounds pulled from attached skeletal mesh | NiagaraDataInterfaceSkeletalMesh.h | |
| PreSkinnedLocalBoundsExtents | FVector3f | NiagaraDataInterfaceSkeletalMesh.h | ||
| PrevTransform | FMatrix | Cached ComponentToWorld from previous tick. | NiagaraDataInterfaceSkeletalMesh.h | |
| SamplingRegionAreaWeightedSampler | FSkeletalMeshSamplingRegionAreaWeightedSampler | Additional sampler for if we need to do area weighting sampling across multiple area weighted regions. | NiagaraDataInterfaceSkeletalMesh.h | |
| SamplingRegionIndices | TArray< int32 > | Indices of all valid Sampling regions on the mesh to sample from. | NiagaraDataInterfaceSkeletalMesh.h | |
| SceneComponent | TWeakObjectPtr< USceneComponent > | Cached ptr to SkeletalMeshComponent we sample from, when found. | NiagaraDataInterfaceSkeletalMesh.h | |
| SkeletalMesh | TWeakObjectPtr< USkeletalMesh > | NiagaraDataInterfaceSkeletalMesh.h | ||
| SkinningData | FSkeletalMeshSkinningDataHandle | Handle to our skinning data. | NiagaraDataInterfaceSkeletalMesh.h | |
| Transform | FMatrix | Cached ComponentToWorld of the mesh (falls back to WorldTransform of the system instance). | NiagaraDataInterfaceSkeletalMesh.h | |
| TransformInverseTransposed | FMatrix | InverseTranspose of above for transforming normals/tangents. | NiagaraDataInterfaceSkeletalMesh.h | |
| UserParamBinding | FNiagaraParameterDirectBinding< UObject * > | A binding to the user ptr we're reading the mesh from (if we are). | NiagaraDataInterfaceSkeletalMesh.h | |
| UvMapping | FSkeletalMeshUvMappingHandle | Handle to our uv mapping data. | NiagaraDataInterfaceSkeletalMesh.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FTransform CalculateComponentTransform
(
FNiagaraSystemInstance* SystemInstance |
NiagaraDataInterfaceSkeletalMesh.h | ||
const TArray< FTransform3f > & GetFilteredSocketsCurrBuffer() |
NiagaraDataInterfaceSkeletalMesh.h | ||
const TArray< FTransform3f > & GetFilteredSocketsPrevBuffer() |
NiagaraDataInterfaceSkeletalMesh.h | ||
TArray< FTransform3f > & GetFilteredSocketsWriteBuffer() |
NiagaraDataInterfaceSkeletalMesh.h | ||
int32 GetLODIndex() |
NiagaraDataInterfaceSkeletalMesh.h | ||
const FSkinWeightVertexBuffer * GetSkinWeights() |
NiagaraDataInterfaceSkeletalMesh.h | ||
bool HasColorData() |
NiagaraDataInterfaceSkeletalMesh.h | ||
bool Init
(
UNiagaraDataInterfaceSkeletalMesh* Interface, |
NiagaraDataInterfaceSkeletalMesh.h | ||
void Release() |
NiagaraDataInterfaceSkeletalMesh.h | ||
bool ResetRequired
(
UNiagaraDataInterfaceSkeletalMesh* Interface, |
NiagaraDataInterfaceSkeletalMesh.h | ||
bool Tick
(
UNiagaraDataInterfaceSkeletalMesh* Interface, |
NiagaraDataInterfaceSkeletalMesh.h | ||
void UpdateFilteredSocketTransforms() |
NiagaraDataInterfaceSkeletalMesh.h |