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All data to define a certain LOD model for a skeletal mesh.
| Name | FSkeletalMeshLODModel |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Public/Rendering/SkeletalMeshLODModel.h |
| Include Path | #include "Rendering/SkeletalMeshLODModel.h" |
Syntax
class FSkeletalMeshLODModel
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FSkeletalMeshLODModel
(
const FSkeletalMeshLODModel& Other |
Use the static FSkeletalMeshLODModel::CreateCopy function to copy from one instance to another The reason is we want the copy to be multithread safe and use the BulkDataReadMutex. | Rendering/SkeletalMeshLODModel.h | |
FSkeletalMeshLODModel
(
FSkeletalMeshLODModel&& InOther |
Rendering/SkeletalMeshLODModel.h | ||
| Constructor (default) | Rendering/SkeletalMeshLODModel.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
~FSkeletalMeshLODModel() |
Rendering/SkeletalMeshLODModel.h |
Structs
| Name | Remarks |
|---|---|
| FSkelMeshImportedMeshInfo | |
| FThreadSafeBuildStringID | Offers protected access while supporting copy. |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ActiveBoneIndices | TArray< FBoneIndexType > | Bone hierarchy subset active for this LOD. | Rendering/SkeletalMeshLODModel.h | |
| bIsBuildDataAvailable | bool | Rendering/SkeletalMeshLODModel.h | ||
| bIsRawSkeletalMeshBulkDataEmpty | bool | Rendering/SkeletalMeshLODModel.h | ||
| BuildStringID | FThreadSafeBuildStringID | Temporary build String ID We use this string to store the LOD model data so we can know if the LOD need to be rebuild This GUID is set when we Cache the render data (build function) | Rendering/SkeletalMeshLODModel.h | |
| IndexBuffer | TArray< uint32 > | Index buffer, covering all sections | Rendering/SkeletalMeshLODModel.h | |
| MaxImportVertex | int32 | The max index in MeshToImportVertexMap, ie. the number of imported (raw) verts. | Rendering/SkeletalMeshLODModel.h | |
| MeshToImportVertexMap | TArray< int32 > | For each point in this LOD model that maps to its source point in the FMeshDescription that produced it. | Rendering/SkeletalMeshLODModel.h | |
| NumTexCoords | uint32 | The number of unique texture coordinate sets in this lod | Rendering/SkeletalMeshLODModel.h | |
| NumVertices | uint32 | Rendering/SkeletalMeshLODModel.h | ||
| RawSkeletalMeshBulkDataID | FString | This ID is use to create the DDC key, it must be set when we save the FRawSkeletalMeshBulkData. | Rendering/SkeletalMeshLODModel.h | |
| RequiredBones | TArray< FBoneIndexType > | Bones that should be updated when rendering this LOD. | Rendering/SkeletalMeshLODModel.h | |
| Sections | TArray< FSkelMeshSection > | Sections. | Rendering/SkeletalMeshLODModel.h | |
| SkinWeightProfiles | TMap< FName, FImportedSkinWeightProfileData > | Set of skin weight profile, identified by a FName which matches FSkinWeightProfileInfo.Name in the owning Skeletal Mesh | Rendering/SkeletalMeshLODModel.h | |
| UserSectionsData | TMap< int32, FSkelMeshSourceSectionUserData > | When user change section data in the UI, we store it here to be able to regenerate the changes Note: the key (int32) is the original imported section data, because of BONE chunk the size of this array is not the same as the Sections array. | Rendering/SkeletalMeshLODModel.h | |
| VertexAttributes | TMap< FName, FSkeletalMeshModelVertexAttribute > | Set of vertex attributes identified by an FName | Rendering/SkeletalMeshLODModel.h |
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| BulkDataReadMutex | FCriticalSection * | Mutex use by the CopyStructure function. | Rendering/SkeletalMeshLODModel.h | |
| ImportedMeshInfos | TArray< FSkelMeshImportedMeshInfo > | Rendering/SkeletalMeshLODModel.h | ||
| RawPointIndices2 | TArray< uint32 > | For each point in this LOD model that maps to its source point in FSkeletalMeshImportData. | Rendering/SkeletalMeshLODModel.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool DoSectionsUse16BitBoneIndex() |
Rendering/SkeletalMeshLODModel.h | ||
void Empty () |
Empty the skeletal mesh LOD model. | Rendering/SkeletalMeshLODModel.h | |
void GetClothMappingData
(
TArray< FMeshToMeshVertData >& MappingData, |
Fill array with APEX cloth mapping data. | Rendering/SkeletalMeshLODModel.h | |
FString GetLODModelDeriveDataKey() |
Build a derive data key with the user section data (UserSectionsData) and the original bulk data | Rendering/SkeletalMeshLODModel.h | |
int32 GetMaxBoneInfluences() |
Rendering/SkeletalMeshLODModel.h | ||
void GetMeshDescription
(
const USkeletalMesh* InSkeletalMesh, |
Fills in a representation of this model into the given mesh description object. | Rendering/SkeletalMeshLODModel.h | |
void GetNonClothVertices
(
TArray< FSoftSkinVertex >& OutVertices |
Similar to GetVertices but ignores vertices from clothing sections to avoid getting duplicate vertices from clothing sections if not needed | Rendering/SkeletalMeshLODModel.h | |
int32 GetNumNonClothingVertices() |
Rendering/SkeletalMeshLODModel.h | ||
TArray< uint32 > & GetRawPointIndices () |
Accessor for the RawPointIndice which is editor only data: array of the original point (wedge) indices for each of the vertices in a FSkeletalMeshLODModel | Rendering/SkeletalMeshLODModel.h | |
const TArray< uint32 > & GetRawPointIndices () |
Accessor for the RawPointIndice which is editor only data: array of the original point (wedge) indices for each of the vertices in a FSkeletalMeshLODModel | Rendering/SkeletalMeshLODModel.h | |
void GetResourceSizeEx
(
FResourceSizeEx& CumulativeResourceSize |
Rendering/SkeletalMeshLODModel.h | ||
void GetSectionFromVertexIndex
(
int32 InVertIndex, |
Utility for finding the section that a particular vertex is in. | Rendering/SkeletalMeshLODModel.h | |
void GetVertices
(
TArray< FSoftSkinVertex >& Vertices |
Fill array with vertex position and tangent data from skel mesh chunks. | Rendering/SkeletalMeshLODModel.h | |
bool HasClothData() |
Rendering/SkeletalMeshLODModel.h | ||
int32 NumNonClothingSections() |
Rendering/SkeletalMeshLODModel.h | ||
| Special serialize function passing the owning UObject along as required by FUnytpedBulkData serialization. | Rendering/SkeletalMeshLODModel.h | ||
void SyncronizeUserSectionsDataArray
(
bool bResetNonUsedSection |
Make sure user section data is present for every original sections | Rendering/SkeletalMeshLODModel.h | |
void UpdateChunkedSectionInfo
(
const FString& SkeletalMeshName |
This function will update the chunked information for each section. | Rendering/SkeletalMeshLODModel.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static void CopyStructure
(
FSkeletalMeshLODModel* Destination, |
Copy one structure to the other, make sure all bulk data is unlock and the data can be read before copying. | Rendering/SkeletalMeshLODModel.h | |
static FSkeletalMeshLODModel * CreateCopy
(
const FSkeletalMeshLODModel* Other |
Create a new FSkeletalMeshLODModel on the heap. | Rendering/SkeletalMeshLODModel.h | |
static void DeclareCustomVersions
(
FArchive& Ar |
Rendering/SkeletalMeshLODModel.h |
Operators
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FSkeletalMeshLODModel & operator=
(
const FSkeletalMeshLODModel& Other |
Use the static FSkeletalMeshLODModel::CopyStructure function to copy from one instance to another The reason is we want the copy to be multithread safe and use the BulkDataReadMutex. | Rendering/SkeletalMeshLODModel.h |
Deprecated Functions
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FRawSkeletalMeshBulkData & GetRawSkeletalMeshBulkData_DEPRECATED() |
Rendering/SkeletalMeshLODModel.h |