Navigation
API > API/Runtime > API/Runtime/Engine
A skeletal mesh component scene proxy.
| Name | FSkeletalMeshSceneProxy |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Public/SkeletalMeshSceneProxy.h |
| Include Path | #include "SkeletalMeshSceneProxy.h" |
Syntax
class FSkeletalMeshSceneProxy : public FPrimitiveSceneProxy
Inheritance Hierarchy
- FPrimitiveSceneProxy → FSkeletalMeshSceneProxy
Derived Classes
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FSkeletalMeshSceneProxy
(
const FSkinnedMeshSceneProxyDesc& InMeshDesc, |
SkeletalMeshSceneProxy.h | ||
FSkeletalMeshSceneProxy
(
const FSkinnedMeshSceneProxyDesc& InMeshDesc, |
SkeletalMeshSceneProxy.h | ||
FSkeletalMeshSceneProxy
(
const USkinnedMeshComponent* Component, |
Constructor. | SkeletalMeshSceneProxy.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~FSkeletalMeshSceneProxy() |
SkeletalMeshSceneProxy.h |
Structs
| Name | Remarks |
|---|---|
| FLODSectionElements | Section elements for a particular LOD |
| FSectionElementInfo | Info for section element in an LOD |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| PoseWatchDynamicData | FPoseWatchDynamicData * | SkeletalMeshSceneProxy.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void DebugDrawPhysicsAsset
(
int32 ViewIndex, |
Render physics asset for debug display | SkeletalMeshSceneProxy.h | |
void DebugDrawPoseWatchSkeletons
(
int32 ViewIndex, |
SkeletalMeshSceneProxy.h | ||
void DebugDrawSkeleton
(
int32 ViewIndex, |
Render the bones of the skeleton for debug display | SkeletalMeshSceneProxy.h | |
SIZE_T GetAllocatedSize() |
SkeletalMeshSceneProxy.h | ||
bool GetCachedGeometry
(
FCachedGeometry& OutCachedGeometry |
SkeletalMeshSceneProxy.h | ||
bool GetCachedGeometry
(
FRDGBuilder& GraphBuilder, |
SkeletalMeshSceneProxy.h | ||
int32 GetCurrentLODIndex() |
Util for getting LOD index currently used by this SceneProxy. | SkeletalMeshSceneProxy.h | |
virtual bool GetMaterialTextureScales
(
int32 LODIndex, |
SkeletalMeshSceneProxy.h | ||
FSkeletalMeshObject * GetMeshObject() |
SkeletalMeshSceneProxy.h | ||
USkinnedAsset * GetSkinnedAsset() |
SkeletalMeshSceneProxy.h | ||
const TArray< uint16 > & GetSortedShadowBoneIndices() |
Returns a pre-sorted list of shadow capsules's bone indicies | SkeletalMeshSceneProxy.h | |
bool GetWorldMatrices
(
FMatrix& OutLocalToWorld, |
Returns the world transform to use for drawing. Returns the world transform to use for drawing. | SkeletalMeshSceneProxy.h | |
void UpdateMorphMaterialUsage_GameThread
(
TArray< UMaterialInterface* >& MaterialUsingMorphTarget |
Updates morph material usage for materials referenced by each LOD entry | SkeletalMeshSceneProxy.h |
Overridden from FPrimitiveSceneProxy
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool CanApplyStreamableRenderAssetScaleFactor() |
SkeletalMeshSceneProxy.h | ||
virtual bool CanBeOccluded() |
SkeletalMeshSceneProxy.h | ||
virtual HHitProxy * CreateHitProxies
(
UPrimitiveComponent* Component, |
All FPrimitiveSceneProxy derived classes can decide to fully override the HHitProxy creation, or add their own and call any of their base classes to add theirs. | SkeletalMeshSceneProxy.h | |
virtual void CreateRenderThreadResources
(
FRHICommandListBase& RHICmdList |
Called when the rendering thread adds the proxy to the scene. | SkeletalMeshSceneProxy.h | |
virtual void DestroyRenderThreadResources () |
Called when the rendering thread removes the proxy from the scene. | SkeletalMeshSceneProxy.h | |
virtual void DrawStaticElements
(
FStaticPrimitiveDrawInterface* PDI |
Draws the primitive's static elements. | SkeletalMeshSceneProxy.h | |
virtual uint8 GetCurrentFirstLODIdx_RenderThread() |
SkeletalMeshSceneProxy.h | ||
virtual FDesiredLODLevel GetDesiredLODLevel_RenderThread
(
const FSceneView* View |
SkeletalMeshSceneProxy.h | ||
virtual void GetDynamicMeshElements
(
const TArray< const FSceneView* >& Views, |
Gathers the primitive's dynamic mesh elements. | SkeletalMeshSceneProxy.h | |
virtual uint32 GetMemoryFootprint() |
Every derived class should override these functions | SkeletalMeshSceneProxy.h | |
virtual const FCardRepresentationData * GetMeshCardRepresentation() |
SkeletalMeshSceneProxy.h | ||
virtual bool GetMeshUVDensities
(
int32 LODIndex, |
Get mesh UV density for a LOD-section. | SkeletalMeshSceneProxy.h | |
virtual void GetPreSkinnedLocalBounds
(
FBoxSphereBounds& OutBounds |
Return the bounds for the pre-skinned primitive in local space | SkeletalMeshSceneProxy.h | |
virtual bool GetPrimitiveDistance
(
int32 LODIndex, |
Get primitive distance to view origin for a given LOD-section. | SkeletalMeshSceneProxy.h | |
virtual void GetShadowShapes
(
FVector PreViewTranslation, |
Gathers shadow shapes from this proxy. | SkeletalMeshSceneProxy.h | |
virtual FSkinningSceneExtensionProxy * GetSkinningSceneExtensionProxy() |
SkeletalMeshSceneProxy.h | ||
virtual SIZE_T GetTypeHash() |
Return a type (or subtype) specific hash for sorting purposes | SkeletalMeshSceneProxy.h | |
virtual FPrimitiveViewRelevance GetViewRelevance
(
const FSceneView* View |
Relevance is always dynamic for skel meshes unless they are disabled | SkeletalMeshSceneProxy.h | |
virtual bool HasDynamicIndirectShadowCasterRepresentation() |
SkeletalMeshSceneProxy.h | ||
virtual bool IsUsingDistanceCullFade() |
SkeletalMeshSceneProxy.h | ||
virtual void OnTransformChanged
(
FRHICommandListBase& RHICmdList |
Called to notify the proxy when its transform has been updated. | SkeletalMeshSceneProxy.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
uint8 GetCurrentFirstLODIdx_Internal() |
Only call on render thread timeline | SkeletalMeshSceneProxy.h | |
void GetDynamicElementsSection
(
const TArray< const FSceneView* >& Views, |
SkeletalMeshSceneProxy.h | ||
void GetMeshElementsConditionallySelectable
(
const TArray< const FSceneView* >& Views, |
SkeletalMeshSceneProxy.h | ||
void UpdateLumenCardsFromBounds() |
SkeletalMeshSceneProxy.h |