Navigation
Unreal Engine C++ API Reference > Plugins > Niagara
References
Module | Niagara |
Header | /Engine/Plugins/FX/Niagara/Source/Niagara/Classes/NiagaraDataInterfaceSkeletalMesh.h |
Include | #include "NiagaraDataInterfaceSkeletalMesh.h" |
Syntax
struct FNDISkeletalMesh_InstanceData
Variables
Type | Name | Description | |
---|---|---|---|
![]() |
bool | bAllowCPUMeshDataAccess | Flag to stub VM functions that rely on mesh data being accessible on the CPU |
![]() |
uint32: 1 | bComponentValid | True if SceneComponent was valid on initialization (used to track invalidation of the component on tick) |
![]() |
uint32: 1 | bIsGpuUniformlyDistributedSampling | True if the mesh we're using allows area weighted sampling on GPU. |
![]() |
uint32: 1 | bMeshValid | True if StaticMesh was valid on initialization (used to track invalidation of the mesh on tick) |
![]() |
bool | bResetOnLODStreamedIn | Whether to reset the emitter if any LOD get streamed in. |
![]() |
uint32: 1 | bUnlimitedBoneInfluences | True if the mesh we're using is to be rendered in unlimited bone influences mode. |
![]() |
TWeakObjectPtr< USceneComponent > | CachedAttachParent | Always reset the DI when the attach parent changes. |
![]() |
TRefCountPtr< const FSkeletalMeshLODRenderData > | CachedLODData | The referenced LOD data, used to prevent streaming out LODs while they are being referenced |
![]() |
int32 | CachedLODIdx | The cached LODIdx used to initialize the FNDIStaticMesh_InstanceData. |
![]() |
UObject * | CachedUserParam | |
![]() |
uint32 | ChangeId | |
![]() |
FSkeletalMeshConnectivityHandle | Connectivity | Handle to connectivity data. |
![]() |
float | DeltaSeconds | Time separating Transform and PrevTransform. |
![]() |
int32 | ExcludedBoneIndex | Excluded bone for some specific functions, generally the root bone which you don't want to include when picking a random bone. |
![]() |
TArray< uint16 > | FilteredAndUnfilteredBones | Indices of the bones filtered by the user followed by the unfiltered bones, if this array is empty no filtering is in effect. |
![]() |
int32 | FilteredSocketBoneOffset | Bone index of the first socket, sockets are appended to the end of the bone array |
![]() |
TArray< FCachedSocketInfo > | FilteredSocketInfo | |
![]() |
TStaticArray< TArray< FTransform3f >, 2 > | FilteredSocketTransforms | Transforms for sockets. |
![]() |
uint32 | FilteredSocketTransformsIndex | Index into which socket transforms to use. |
![]() |
FSkeletalMeshGpuDynamicBufferProxy * | MeshGpuSpawnDynamicBuffers | |
![]() |
FSkeletalMeshGpuSpawnStaticBuffers * | MeshGpuSpawnStaticBuffers | Extra mesh data upload to GPU. |
![]() |
const FSkinWeightDataVertexBuffer * | MeshSkinWeightBuffer | |
![]() |
uint32 | MeshSkinWeightIndexSizeByte | |
![]() |
const FSkinWeightLookupVertexBuffer * | MeshSkinWeightLookupBuffer | |
![]() |
uint32 | MeshWeightStrideByte | |
![]() |
int32 | NumFilteredBones | Number of filtered bones in the array. |
![]() |
int32 | NumUnfilteredBones | Number of unfiltered bones in the array. |
![]() |
FVector3f | PreSkinnedLocalBoundsCenter | Preskinned local bounds pulled from attached skeletal mesh |
![]() |
FVector3f | PreSkinnedLocalBoundsExtents | |
![]() |
FMatrix | PrevTransform | Cached ComponentToWorld from previous tick. |
![]() |
FSkeletalMeshSamplingRegionAreaWeightedSampler | SamplingRegionAreaWeightedSampler | Additional sampler for if we need to do area weighting sampling across multiple area weighted regions. |
![]() |
TArray< int32 > | SamplingRegionIndices | Indices of all valid Sampling regions on the mesh to sample from. |
![]() |
TWeakObjectPtr< USceneComponent > | SceneComponent | Cached ptr to SkeletalMeshComponent we sample from, when found. |
![]() |
TWeakObjectPtr< USkeletalMesh > | SkeletalMesh | |
![]() |
FSkeletalMeshSkinningDataHandle | SkinningData | Handle to our skinning data. |
![]() |
FMatrix | Transform | Cached ComponentToWorld of the mesh (falls back to WorldTransform of the system instance). |
![]() |
FMatrix | TransformInverseTransposed | InverseTranspose of above for transforming normals/tangents. |
![]() |
FNiagaraParameterDirectBinding< UObject * > | UserParamBinding | A binding to the user ptr we're reading the mesh from (if we are). |
![]() |
FSkeletalMeshUvMappingHandle | UvMapping | Handle to our uv mapping data. |
Functions
Type | Name | Description | |
---|---|---|---|
![]() ![]() |
const TArray< FTransform3f > & | ||
![]() ![]() |
const TArray< FTransform3f > & | ||
![]() |
TArray< FTransform3f > & | ||
![]() ![]() |
int32 | GetLODIndex () |
|
![]() ![]() |
const FSkinWeightVertexBuffer * | ||
![]() |
bool | HasColorData () |
|
![]() |
bool | Init
(
UNiagaraDataInterfaceSkeletalMesh* Interface, |
|
![]() |
void | Release () |
|
![]() ![]() |
bool | ResetRequired
(
UNiagaraDataInterfaceSkeletalMesh* Interface, |
|
![]() |
bool | Tick
(
UNiagaraDataInterfaceSkeletalMesh* Interface, |
|
![]() |
void |
Classes
Type | Name | Description | |
---|---|---|---|
![]() |
FCachedSocketInfo | Name of all the sockets we use. |