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| Name | FSkeletalMeshRenderData |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Public/Rendering/SkeletalMeshRenderData.h |
| Include Path | #include "Rendering/SkeletalMeshRenderData.h" |
Syntax
class FSkeletalMeshRenderData
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FSkeletalMeshRenderData() |
Rendering/SkeletalMeshRenderData.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
~FSkeletalMeshRenderData() |
Rendering/SkeletalMeshRenderData.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bReadyForStreaming | bool | True if rhi resources are initialized | Rendering/SkeletalMeshRenderData.h | |
| bSupportRayTracing | bool | Whether ray tracing acceleration structures should be created for this mesh. | Rendering/SkeletalMeshRenderData.h | |
| CurrentFirstLODIdx | uint8 | [RenderThread] Index of the most detailed valid LOD. | Rendering/SkeletalMeshRenderData.h | |
| DerivedDataKey | FString | The derived data key associated with this render data. | Rendering/SkeletalMeshRenderData.h | |
| LODBiasModifier | uint8 | Runtime LOD bias modifier for this skeletal mesh | Rendering/SkeletalMeshRenderData.h | |
| LODRenderData | TIndirectArray< FSkeletalMeshLODRenderData > | Per-LOD render data. | Rendering/SkeletalMeshRenderData.h | |
| NaniteResourcesPtr | TPimplPtr< Nanite::FResources > | Nanite resource data. | Rendering/SkeletalMeshRenderData.h | |
| NextCachedRenderData | TUniquePtr< class FSkeletalMeshRenderData > | The next cached derived data in the list. | Rendering/SkeletalMeshRenderData.h | |
| NumInlinedLODs | uint8 | Const after serialization. | Rendering/SkeletalMeshRenderData.h | |
| NumNonOptionalLODs | uint8 | Const after serialization. | Rendering/SkeletalMeshRenderData.h | |
| PendingFirstLODIdx | uint8 | [GameThread/RenderThread] Future value of CurrentFirstLODIdx. | Rendering/SkeletalMeshRenderData.h | |
| UVChannelDataPerMaterial | TArray< FMeshUVChannelInfo > | UV data used for streaming accuracy debug view modes. In sync for rendering thread | Rendering/SkeletalMeshRenderData.h |
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bInitialized | bool | True if the resource has been initialized. | Rendering/SkeletalMeshRenderData.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool AnyRenderSectionCastsShadows
(
int32 MinLODIdx |
Check if any render section casts shadows | Rendering/SkeletalMeshRenderData.h | |
void Cache
(
const ITargetPlatform* TargetPlatform, |
Rendering/SkeletalMeshRenderData.h | ||
SIZE_T GetCPUAccessMemoryOverhead() |
Get the estimated memory overhead of buffers marked as NeedsCPUAccess. | Rendering/SkeletalMeshRenderData.h | |
FString GetDerivedDataKey
(
const ITargetPlatform* TargetPlatform, |
Rendering/SkeletalMeshRenderData.h | ||
int32 GetFirstValidLODIdx
(
int32 MinLODIdx |
Return first valid LOD index starting at MinLODIdx. | Rendering/SkeletalMeshRenderData.h | |
int32 GetMaxBonesPerSection
(
int32 MinLODIdx |
Computes the maximum number of bones per section used to render this mesh starting at MinLODIdx. | Rendering/SkeletalMeshRenderData.h | |
int32 GetMaxBonesPerSection () |
Computes the maximum number of bones per section used to render this mesh. | Rendering/SkeletalMeshRenderData.h | |
uint32 GetNumBoneInfluences
(
int32 MinLODIdx |
Returns the number of bone influences per vertex starting at MinLODIdx. | Rendering/SkeletalMeshRenderData.h | |
uint32 GetNumBoneInfluences () |
Returns the number of bone influences per vertex. | Rendering/SkeletalMeshRenderData.h | |
const FSkeletalMeshLODRenderData * GetPendingFirstLOD
(
int32 MinLODIdx |
Return the pending first LOD that can be used for rendering starting at MinLODIdx. | Rendering/SkeletalMeshRenderData.h | |
int32 GetPendingFirstLODIdx
(
int32 MinLODIdx |
Return the pending first LODIdx that can be used. | Rendering/SkeletalMeshRenderData.h | |
void GetResourceSizeEx
(
FResourceSizeEx& CumulativeResourceSize |
Return the resource size | Rendering/SkeletalMeshRenderData.h | |
bool HasValidNaniteData() |
Rendering/SkeletalMeshRenderData.h | ||
void InitResources
(
bool bNeedsVertexColors, |
Initializes rendering resources. | Rendering/SkeletalMeshRenderData.h | |
void InitStaticRayTracingGeometry
(
int32 LODIndex |
Initializes the static ray tracing geometry for the specified LOD (if necessary). | Rendering/SkeletalMeshRenderData.h | |
bool IsInitialized() |
Rendering/SkeletalMeshRenderData.h | ||
void ReleaseResources() |
Releases rendering resources. | Rendering/SkeletalMeshRenderData.h | |
void ReleaseStaticRayTracingGeometry
(
int32 LODIndex |
Releases the static ray tracing geometry for the specified LOD (if it's the last reference). | Rendering/SkeletalMeshRenderData.h | |
bool RequiresCPUSkinning
(
ERHIFeatureLevel::Type FeatureLevel |
Returns true if this resource must be skinned on the CPU for the given feature level. | Rendering/SkeletalMeshRenderData.h | |
bool RequiresCPUSkinning
(
ERHIFeatureLevel::Type FeatureLevel, |
Returns true if this resource must be skinned on the CPU for the given feature level starting at MinLODIdx | Rendering/SkeletalMeshRenderData.h | |
void Serialize
(
FArchive& Ar, |
Serialize to/from the specified archive.. | Rendering/SkeletalMeshRenderData.h | |
void SyncUVChannelData
(
const TArray< FSkeletalMaterial >& ObjectData |
Rendering/SkeletalMeshRenderData.h |