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Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static FRDGBuffer * AllocateVertexFactoryTangentBuffer
(
FRDGBuilder& GraphBuilder, |
SkeletalMeshDeformerHelpers.h | ||
static FRDGBuffer * AllocateVertexFactoryTangentBuffer
(
FRDGBuilder& GraphBuilder, |
Allocate and bind a new tangent buffer and return it for writing. | SkeletalMeshDeformerHelpers.h |
AllocateVertexFactoryTangentBuffer(FRDGBuilder &, FSkeletalMeshObject , int32, TCHAR const )
| Name | AllocateVertexFactoryTangentBuffer |
| 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 * AllocateVertexFactoryTangentBuffer
(
FRDGBuilder & GraphBuilder,
FSkeletalMeshObject * InMeshObject,
int32 InLodIndex,
TCHAR const * InBufferName
)
AllocateVertexFactoryTangentBuffer(FRDGBuilder &, FRDGExternalAccessQueue &, FSkeletalMeshObject , int32, TCHAR const )
Description
Allocate and bind a new tangent 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 | AllocateVertexFactoryTangentBuffer |
| 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 * AllocateVertexFactoryTangentBuffer
(
FRDGBuilder & GraphBuilder,
FRDGExternalAccessQueue & ExternalAccesQueue,
FSkeletalMeshObject * InMeshObject,
int32 InLodIndex,
TCHAR const * InBufferName
)