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Skeletal mesh index buffers are 16 bit by default and 32 bit when called for. This class adds a level of abstraction on top of the index buffers so that we can treat them all as 32 bit.
| Name | FMultiSizeIndexContainer |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Public/Rendering/MultiSizeIndexContainer.h |
| Include Path | #include "Rendering/MultiSizeIndexContainer.h" |
Syntax
class FMultiSizeIndexContainer
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FMultiSizeIndexContainer
(
const FMultiSizeIndexContainer& Other |
Rendering/MultiSizeIndexContainer.h | ||
| Rendering/MultiSizeIndexContainer.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
~FMultiSizeIndexContainer() |
Rendering/MultiSizeIndexContainer.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| DataTypeSize | uint8 | Size of the index buffer's index type (should be 2 or 4 bytes) | Rendering/MultiSizeIndexContainer.h | |
| IndexBuffer | FRawStaticIndexBuffer16or32Interface * | The vertex index buffer | Rendering/MultiSizeIndexContainer.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void CopyIndexBuffer
(
const TArray< uint32 >& NewArray |
Populates the index buffer with a new set of indices | Rendering/MultiSizeIndexContainer.h | |
void CreateIndexBuffer
(
uint8 DataTypeSize |
Creates a new index buffer | Rendering/MultiSizeIndexContainer.h | |
FBufferRHIRef CreateRHIBuffer
(
FRHICommandListBase& RHICmdList |
Rendering/MultiSizeIndexContainer.h | ||
uint8 GetDataTypeSize() |
Accessors | Rendering/MultiSizeIndexContainer.h | |
| Rendering/MultiSizeIndexContainer.h | |||
| Rendering/MultiSizeIndexContainer.h | |||
void GetIndexBuffer
(
TArray< uint32 >& OutArray |
Returns a 32 bit version of the index buffer | Rendering/MultiSizeIndexContainer.h | |
void GetIndexBufferData
(
FMultiSizeIndexContainerData& OutData |
Retrieves index buffer related data | Rendering/MultiSizeIndexContainer.h | |
void InitResources() |
Initialize the index buffer's render resources. | Rendering/MultiSizeIndexContainer.h | |
void InitRHIForStreaming
(
FRHIBuffer* IntermediateBuffer, |
Rendering/MultiSizeIndexContainer.h | ||
bool IsIndexBufferValid() |
Rendering/MultiSizeIndexContainer.h | ||
void RebuildIndexBuffer
(
uint8 InDataTypeSize, |
Repopulates the index buffer | Rendering/MultiSizeIndexContainer.h | |
void ReleaseResources() |
Releases the index buffer's render resources. | Rendering/MultiSizeIndexContainer.h | |
void ReleaseRHIForStreaming
(
FRHIResourceReplaceBatcher& Batcher |
Rendering/MultiSizeIndexContainer.h | ||
void Serialize
(
FArchive& Ar, |
Serialization. | Rendering/MultiSizeIndexContainer.h | |
void SerializeMetaData
(
FArchive& Ar, |
Rendering/MultiSizeIndexContainer.h | ||
void SetOwnerName
(
const FName& OwnerName |
SetOwnerName should be called before BeginInitResources for the owner name to be successfully tracked. | Rendering/MultiSizeIndexContainer.h |
Operators
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FMultiSizeIndexContainer & operator=
(
const FMultiSizeIndexContainer& Buffer |
Rendering/MultiSizeIndexContainer.h |