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Unreal Engine C++ API Reference > Runtime > Engine > FGPUSkinCache
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Public/GPUSkinCache.h |
Include | #include "GPUSkinCache.h" |
Syntax
enum ESkinCacheInitSettings
&123;
MaxUniformBufferBones = 256,
RWTangentXOffsetInFloats = 0,
RWTangentZOffsetInFloats = 1,
IntermediateAccumBufferNumInts = 8,
&125;
Values
Name | Description |
---|---|
MaxUniformBufferBones | Max 256 bones as we use a byte to index |
RWTangentXOffsetInFloats | Controls the output format on GpuSkinCacheComputeShader.usf. |
RWTangentZOffsetInFloats | |
IntermediateAccumBufferNumInts | 3 ints for normal, 3 ints for tangent, 1 for orientation = 7, rounded up to 8 as it should result in faster math and caching |