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Unreal Engine C++ API Reference > Runtime > Engine
Inheritance Hierarchy
- FDeferredCleanupInterface
- FSkeletalMeshObject
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Public/SkeletalRenderPublic.h |
Include | #include "SkeletalRenderPublic.h" |
Syntax
class FSkeletalMeshObject : public FDeferredCleanupInterface
Remarks
Interface for mesh rendering data
Variables
Type | Name | Description | |
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bool | bHasBeenUpdatedAtLeastOnce | This is set to true when we have sent our Mesh data to the rendering thread at least once as it needs to have have a datastructure created there for each MeshObject |
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bool | bUsePerBoneMotionBlur | If true, per-bone motion blur is enabled for this object. |
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uint32 | ComponentId | Component ID to which belong this mesh object |
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FName | DebugName | |
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ERHIFeatureLevel::Type | FeatureLevel | Feature level to render for. |
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uint32 | LastFrameNumber | Used to keep track of the first call to UpdateMinDesiredLODLevel each frame. |
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TArray< FSkelMeshObjectLODInfo > | LODInfo | |
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int32 | MaterialIndexPreview | |
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float | MaxDistanceFactor | High (best) DistanceFactor that was desired for rendering this SkeletalMesh last frame. |
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int32 | MinDesiredLODLevel | Lowest (best) LOD that was desired for rendering this SkeletalMesh last frame. |
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int32 | SectionIndexPreview | Index of the section to preview... |
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int32 | SelectedEditorMaterial | The Material currently selected. need to remember this index for reimporting cloth |
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int32 | SelectedEditorSection | The section currently selected in the Editor. Used for highlighting |
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TArray< FCapsuleShape3f > | ShadowCapsuleShapes | |
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TArray< FSkeletalMeshLODInfo > | SkeletalMeshLODInfo | Per-LOD info. |
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FSkeletalMeshRenderData * | SkeletalMeshRenderData | The skeletal mesh resource with which to render. |
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FGPUSkinCacheEntry * | SkinCacheEntry | |
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FGPUSkinCacheEntry * | SkinCacheEntryForRayTracing | |
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TStatId | StatId | Used for dynamic stats |
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float | WorkingMaxDistanceFactor | This frames max distance factor. |
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int32 | WorkingMinDesiredLODLevel | This frames min desired LOD level. |
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FVector | WorldScale |
Constructors
Type | Name | Description | |
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FSkeletalMeshObject
(
USkinnedMeshComponent* InMeshComponent, |
Destructors
Type | Name | Description | |
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Functions
Type | Name | Description | |
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void | CacheVertices
(
int32 LODIndex, |
Re-skin cached vertices for an LOD and update the vertex buffer. |
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void | DrawVertexElements
(
FPrimitiveDrawInterface* PDI, |
Draw Normals/Tangents based on skinned vertex data |
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void | EnableOverlayRendering
(
bool bEnabled, |
Enable blend weight rendering in the editor |
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FName | GetAssetPathName
(
int32 LODIndex |
Helper function to return the asset path name, optionally joined with the LOD index if LODIndex > -1. |
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bool | GetCachedGeometry
(
FCachedGeometry& OutCachedGeometry |
If we are caching geometry deformation through skin-cache/mesh-deformers or other, then this returns the currently cached geoemtry. |
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FColorVertexBuffer * | GetColorVertexBuffer
(
FSkeletalMeshLODRenderData& LODData, |
Get the color buffer either from the component LOD info or the skeletal mesh LOD render data |
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uint32 | Return the ID of the component to which the skeletal mesh object belongs to. | |
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TArray< FTransform > * | Get the array of component-space bone transforms. | |
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FName | GetDebugName () |
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ERHIFeatureLevel::Type | Returns the feature level this FSkeletalMeshObject was created with | |
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int32 | GetLOD () |
Get the LOD to render this mesh at. |
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const TArray< FMatrix44f > & | Get the array of refpose->local matrices Not safe to hold this reference between frames, because it exists in dynamic data passed from main thread. | |
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const TArray< FSkelMeshRenderSection > & | GetRenderSections
(
int32 InLODIndex |
List of sections to be rendered based on instance weight usage. |
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void | GetResourceSizeEx
(
FResourceSizeEx& CumulativeResourceSize |
Returns the size of memory allocated by render data |
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float | GetScreenSize
(
int32 LODIndex |
Returns the display factor for the given LOD level |
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FSkeletalMeshRenderData & | Get the skeletal mesh resource for which this mesh object was created. | |
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FColor | GetSkinCacheVisualizationDebugColor
(
const FName& GPUSkinCacheVisualizationMode, |
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const FVertexFactory * | GetSkinVertexFactory
(
const FSceneView* View, |
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FSkinWeightVertexBuffer * | GetSkinWeightVertexBuffer
(
FSkeletalMeshLODRenderData& LODData, |
Get the weight buffer either from the component LOD info or the skeletal mesh LOD render data |
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TStatId | GetStatId () |
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const FSkinBatchVertexFactoryUserData * | GetVertexFactoryUserData
(
const int32 LODIndex, |
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bool | Return true if this does have valid dynamic data to render | |
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void | InitLODInfos
(
const USkinnedMeshComponent* InMeshComponent |
Initialize the array of LODInfo based on the settings of the current skel mesh component |
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void | InitResources
(
USkinnedMeshComponent* InMeshComponent |
Initialize rendering resources for each LOD |
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bool | IsCPUSkinned () |
Returns true if this mesh performs skinning on the CPU. |
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bool | IsMaterialHidden
(
int32 InLODIndex, |
Determine if the material section entry for an LOD is hidden or not |
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void | PreGDMECallback
(
FGPUSkinCache* GPUSkinCache, |
Called by FSkeletalMeshObject prior to GDME. |
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void | RefreshClothingTransforms
(
const FMatrix& InNewLocalToWorld, |
Called to notify clothing data that component transform has changed |
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void | Release rendering resources for each LOD | |
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void | SetHiddenMaterials
(
int32 InLODIndex, |
Update the hidden material section flags for an LOD entry |
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void | SetTransform
(
const FMatrix& InNewLocalToWorld, |
Called when that component transform has changed |
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bool | ||
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void | Update
(
int32 LODIndex, |
Called by the game thread for any dynamic data updates for this skel mesh object |
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void | UpdateMinDesiredLODLevel
(
const FSceneView* View, |
Given a set of views, update the MinDesiredLODLevel member to indicate the minimum (ie best) LOD we would like to use to render this mesh. |
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void | UpdateSkinWeightBuffer
(
USkinnedMeshComponent* InMeshComponent |
Will force re-evaluating which Skin Weight buffer should be used for skinning, determined by checking for any override weights or a skin weight profile being set. |
Classes
Type | Name | Description | |
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FSkelMeshObjectLODInfo | Setup for rendering a specific LOD entry of the component |