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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/FSkeletalMeshDeformerHelpers
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static FRDGBuffer * AllocateVertexFactoryPositionBuffer
(
FRDGBuilder& GraphBuilder, |
Allocate and bind a new position buffer and return it for writing. | SkeletalMeshDeformerHelpers.h | |
static FRDGBuffer * AllocateVertexFactoryPositionBuffer
(
FRDGBuilder& GraphBuilder, |
SkeletalMeshDeformerHelpers.h |
AllocateVertexFactoryPositionBuffer(FRDGBuilder &, FRDGExternalAccessQueue &, FSkeletalMeshObject , int32, TCHAR const )
Description
Allocate and bind a new position buffer and return it for writing. Ownership is handled by the MeshObject. If we call this more than once for the same MeshObject in the same frame then we return the allocation from the first call.
| Name | AllocateVertexFactoryPositionBuffer |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/SkeletalMeshDeformerHelpers.h |
| Include Path | #include "SkeletalMeshDeformerHelpers.h" |
| Source | /Engine/Source/Runtime/Engine/Private/SkeletalMeshDeformerHelpers.cpp |
static FRDGBuffer * AllocateVertexFactoryPositionBuffer
(
FRDGBuilder & GraphBuilder,
FRDGExternalAccessQueue & ExternalAccesQueue,
FSkeletalMeshObject * InMeshObject,
int32 InLodIndex,
TCHAR const * InBufferName
)
AllocateVertexFactoryPositionBuffer(FRDGBuilder &, FSkeletalMeshObject , int32, bool, TCHAR const )
| Name | AllocateVertexFactoryPositionBuffer |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/SkeletalMeshDeformerHelpers.h |
| Include Path | #include "SkeletalMeshDeformerHelpers.h" |
| Source | /Engine/Source/Runtime/Engine/Private/SkeletalMeshDeformerHelpers.cpp |
static FRDGBuffer * AllocateVertexFactoryPositionBuffer
(
FRDGBuilder & GraphBuilder,
FSkeletalMeshObject * InMeshObject,
int32 InLodIndex,
bool bInLodJustChanged,
TCHAR const * InBufferName
)