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Unreal Engine C++ API Reference > Runtime > Engine > Engine
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Classes/Engine/SkeletalMeshSourceModel.h |
Include | #include "Engine/SkeletalMeshSourceModel.h" |
Syntax
USTRUCT ()
struct FSkeletalMeshSourceModel
Constructors
Type | Name | Description | |
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FSkeletalMeshSourceModel
(
const FSkeletalMeshSourceModel& |
No copying allowed. | |
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Moving is permitted. |
Functions
Type | Name | Description | |
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void | Call this to clear all geometry from this source data. | |
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void | Clears the currently stored mesh description objects, leaving the bulk data as-is. | |
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bool | CloneMeshDescription
(
FMeshDescription& OutMeshDescription |
Clones the current mesh description into the output object. Clones it from bulk storage if needed. |
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void | CommitMeshDescription
(
bool bInUseHashAsGuid |
Commits the currently cached mesh description (as retrieved via GetMeshDescription or TryGetMeshDescription) into bulk storage so that it will be persisted. |
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FMeshDescription * | Create a new mesh description object on this container, obliterating whatever mesh might have been there before. | |
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const FBoxSphereBounds & | Returns the bounds of the stored mesh description, without having to load it up from bulk storage. | |
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FMeshDescription * | Gets the cached mesh description, if there was one, otherwise tries to load it from the bulk data. | |
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const FMeshDescriptionBulkData * | Return a read-only version of the bulk data. | |
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TConstArrayView< FName > | Returns the list names of morph targets stored on the mesh, if any. | |
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TConstArrayView< FName > | Returns the list of names of alternate skin weight profiles stored on the mesh, if any. | |
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int32 | Returns the number of triangles on the stored mesh description, without having to load it up from bulk storage. | |
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int32 | Returns the number of vertices on the stored mesh description, without having to load it up from bulk storage. | |
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bool | Returns `true_ if there is mesh description data available on this bulk data object. | |
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void | Initialize
(
USkeletalMesh* InOwner |
Initialize all sub-objects and other owned data that depends on knowing the skeletal mesh owner |
Operators
Type | Name | Description | |
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FSkeletalMeshSourceModel & | operator=
(
const FSkeletalMeshSourceModel& |
|
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FSkeletalMeshSourceModel & |