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| Name | FSkeletalMeshLODRenderData |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Public/Rendering/SkeletalMeshLODRenderData.h |
| Include Path | #include "Rendering/SkeletalMeshLODRenderData.h" |
Syntax
class FSkeletalMeshLODRenderData : public FRefCountBase
Inheritance Hierarchy
- TTransactionalAtomicRefCount → FRefCountBase → FSkeletalMeshLODRenderData
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FSkeletalMeshLODRenderData
(
bool bAddRef |
Constructor (default) | Rendering/SkeletalMeshLODRenderData.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
~FSkeletalMeshLODRenderData() |
Rendering/SkeletalMeshLODRenderData.h |
Structs
| Name | Remarks |
|---|---|
| FBuildSettings |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ActiveBoneIndices | TArray< FBoneIndexType > | Rendering/SkeletalMeshLODRenderData.h | ||
| bIsLODOptional | uint32 | Whether this LOD is below MinLod | Rendering/SkeletalMeshLODRenderData.h | |
| bStreamedDataInlined | uint32 | Whether buffers of this LOD is inlined (i.e. stored in .uexp instead of .ubulk) | Rendering/SkeletalMeshLODRenderData.h | |
| BuffersSize | uint32 | Rendering/SkeletalMeshLODRenderData.h | ||
| BulkData | FByteBulkData | Rendering/SkeletalMeshLODRenderData.h | ||
| ClothVertexBuffer | FSkeletalMeshVertexClothBuffer | A buffer for cloth mesh-mesh mapping | Rendering/SkeletalMeshLODRenderData.h | |
| HalfEdgeBuffer | FSkeletalMeshHalfEdgeBuffer | GPU buffer for half edge data of an LOD, useful for mesh deformers | Rendering/SkeletalMeshLODRenderData.h | |
| MorphTargetVertexInfoBuffers | FMorphTargetVertexInfoBuffers | GPU friendly access data for MorphTargets for an LOD | Rendering/SkeletalMeshLODRenderData.h | |
| MultiSizeIndexContainer | FMultiSizeIndexContainer | Index Buffer (MultiSize: 16bit or 32bit) | Rendering/SkeletalMeshLODRenderData.h | |
| RenderSections | TArray< FSkelMeshRenderSection > | Info about each section of this LOD for rendering | Rendering/SkeletalMeshLODRenderData.h | |
| RequiredBones | TArray< FBoneIndexType > | Rendering/SkeletalMeshLODRenderData.h | ||
| SkinWeightProfilesData | FSkinWeightProfilesData | Skin weight profile data structures, can contain multiple profiles and their runtime FSkinWeightVertexBuffer | Rendering/SkeletalMeshLODRenderData.h | |
| SkinWeightVertexBuffer | FSkinWeightVertexBuffer | Skin weights for skinning | Rendering/SkeletalMeshLODRenderData.h | |
| SourceRayTracingGeometry | FRayTracingGeometry | Precooked ray tracing geometry. | Rendering/SkeletalMeshLODRenderData.h | |
| StaticVertexBuffers | FStaticMeshVertexBuffers | Static vertices from chunks for skinning on GPU | Rendering/SkeletalMeshLODRenderData.h | |
| StreamingBulkData | FByteBulkData | Rendering/SkeletalMeshLODRenderData.h | ||
| VertexAttributeBuffers | FSkeletalMeshVertexAttributeRenderData | Rendering/SkeletalMeshLODRenderData.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void BuildFromLODModel
(
const FSkeletalMeshLODModel* InLODModel, |
Initialize render data (e.g. vertex buffers) from model info | Rendering/SkeletalMeshLODRenderData.h | |
void DecrementMemoryStats() |
Rendering/SkeletalMeshLODRenderData.h | ||
bool DoesVertexBufferUse16BitBoneIndex() |
Rendering/SkeletalMeshLODRenderData.h | ||
uint32 FindSectionIndex
(
const FSkelMeshRenderSection& Section |
O(1) | Rendering/SkeletalMeshLODRenderData.h | |
SIZE_T GetCPUAccessMemoryOverhead() |
Get the estimated memory overhead of buffers marked as NeedsCPUAccess. | Rendering/SkeletalMeshLODRenderData.h | |
uint32 GetNumTexCoords() |
Rendering/SkeletalMeshLODRenderData.h | ||
uint32 GetNumVertices() |
Rendering/SkeletalMeshLODRenderData.h | ||
void GetResourceSizeEx
(
FResourceSizeEx& CumulativeResourceSize |
Get Resource Size | Rendering/SkeletalMeshLODRenderData.h | |
void GetSectionFromVertexIndex
(
int32 InVertIndex, |
Utility for finding the section that a particular vertex is in. | Rendering/SkeletalMeshLODRenderData.h | |
| Checks whether or not the skin weight buffer has been overridden 'by default' and if not return the original Skin Weight buffer | Rendering/SkeletalMeshLODRenderData.h | ||
const FSkinWeightVertexBuffer * GetSkinWeightVertexBuffer () |
Checks whether or not the skin weight buffer has been overridden 'by default' and if not return the original Skin Weight buffer | Rendering/SkeletalMeshLODRenderData.h | |
int32 GetTotalFaces() |
Utility function for returning total number of faces in this LOD. | Rendering/SkeletalMeshLODRenderData.h | |
uint32 GetVertexBufferMaxBoneInfluences() |
Rendering/SkeletalMeshLODRenderData.h | ||
bool HasClothData() |
Rendering/SkeletalMeshLODRenderData.h | ||
void IncrementMemoryStats
(
bool bNeedsVertexColors |
Rendering/SkeletalMeshLODRenderData.h | ||
void InitMorphResources() |
Rendering/SkeletalMeshLODRenderData.h | ||
void InitResources
(
bool bNeedsVertexColors, |
Initialize the LOD's render resources. | Rendering/SkeletalMeshLODRenderData.h | |
int32 NumNonClothingSections() |
Rendering/SkeletalMeshLODRenderData.h | ||
void ReleaseCPUResources
(
bool bForStreaming |
Releases the LOD's CPU render resources. | Rendering/SkeletalMeshLODRenderData.h | |
void ReleaseResources() |
Releases the LOD's render resources. | Rendering/SkeletalMeshLODRenderData.h | |
| Special serialize function passing the owning UObject along as required by FUnytpedBulkData serialization. | Rendering/SkeletalMeshLODRenderData.h | ||
void SerializeAvailabilityInfo
(
FArchive& Ar, |
Rendering/SkeletalMeshLODRenderData.h | ||
void SerializeStreamedData
(
FArchive& Ar, |
Serialize the portion of data that might be streamed | Rendering/SkeletalMeshLODRenderData.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static uint8 GenerateClassStripFlags
(
FArchive& Ar, |
Rendering/SkeletalMeshLODRenderData.h | ||
static int32 GetNumOptionalLODsAllowed
(
const ITargetPlatform* TargetPlatform, |
Rendering/SkeletalMeshLODRenderData.h | ||
static bool IsLODCookedOut
(
const ITargetPlatform* TargetPlatform, |
Rendering/SkeletalMeshLODRenderData.h | ||
static bool IsLODInlined
(
const ITargetPlatform* TargetPlatform, |
Rendering/SkeletalMeshLODRenderData.h | ||
static bool ShouldForceKeepCPUResources() |
Rendering/SkeletalMeshLODRenderData.h | ||
static bool ShouldKeepCPUResources
(
const USkinnedAsset* SkinnedAsset, |
Rendering/SkeletalMeshLODRenderData.h |