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Bulk data storage for raw meshes.
| Name | FRawSkeletalMeshBulkData |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Public/Rendering/SkeletalMeshLODImporterData.h |
| Include Path | #include "Rendering/SkeletalMeshLODImporterData.h" |
Syntax
class FRawSkeletalMeshBulkData
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FRawSkeletalMeshBulkData() |
Default constructor. | Rendering/SkeletalMeshLODImporterData.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| GeoImportVersion | ESkeletalMeshGeoImportVersions | The last geo imported version, we use this flag to know if we have some data or not. | Rendering/SkeletalMeshLODImporterData.h | |
| SkinningImportVersion | ESkeletalMeshSkinningImportVersions | The last skinning imported version, we use this flag to know if we have some data or not. | Rendering/SkeletalMeshLODImporterData.h |
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bGuidIsHash | bool | If true, the GUID is actually a hash of the contents. | Rendering/SkeletalMeshLODImporterData.h | |
| BulkData | FByteBulkData | Internally store bulk data as bytes. | Rendering/SkeletalMeshLODImporterData.h | |
| BulkDataLock | TDontCopy< FRWLock > | Protects simultaneous access to BulkData | Rendering/SkeletalMeshLODImporterData.h | |
| bUseSerializeLoadingCustomVersion | bool | Rendering/SkeletalMeshLODImporterData.h | ||
| Guid | FGuid | GUID associated with the data stored herein. | Rendering/SkeletalMeshLODImporterData.h | |
| LicenseeUEVersion | int32 | Rendering/SkeletalMeshLODImporterData.h | ||
| SerializeLoadingCustomVersionContainer | FCustomVersionContainer | The custom version when this was load. | Rendering/SkeletalMeshLODImporterData.h | |
| UEVersion | FPackageFileVersion | Rendering/SkeletalMeshLODImporterData.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void EmptyBulkData() |
Empty the bulk data. | Rendering/SkeletalMeshLODImporterData.h | |
FByteBulkData & GetBulkData () |
Rendering/SkeletalMeshLODImporterData.h | ||
const FByteBulkData & GetBulkData () |
Rendering/SkeletalMeshLODImporterData.h | ||
FString GetIdString() |
Retrieve a string uniquely identifying the contents of this bulk data. | Rendering/SkeletalMeshLODImporterData.h | |
bool IsBuildDataAvailable () |
Returns true if the last import version is enough to use the new build system. | Rendering/SkeletalMeshLODImporterData.h | |
bool IsEmpty() |
Returns true if no bulk data is available for this mesh. | Rendering/SkeletalMeshLODImporterData.h | |
void LoadRawMesh
(
FSkeletalMeshImportData& OutMesh |
Load the raw mesh from bulk data. | Rendering/SkeletalMeshLODImporterData.h | |
void SaveRawMesh
(
FSkeletalMeshImportData& InMesh |
Store a new raw mesh in the bulk data. | Rendering/SkeletalMeshLODImporterData.h | |
| Serialization. | Rendering/SkeletalMeshLODImporterData.h | ||
void UseHashAsGuid
(
UObject* Owner |
Uses a hash as the GUID, useful to prevent creating new GUIDs on load for legacy assets. | Rendering/SkeletalMeshLODImporterData.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static void Serialize
(
FArchive& Ar, |
Static function helper to serialize an array of Raw source data. | Rendering/SkeletalMeshLODImporterData.h |