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Unreal Engine C++ API Reference > Runtime > Engine
Inheritance Hierarchy
- FPrimitiveSceneProxy
- FSkeletalMeshSceneProxy
- FDebugSkelMeshSceneProxy
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Public/SkeletalMeshSceneProxy.h |
Include | #include "SkeletalMeshSceneProxy.h" |
Syntax
class FSkeletalMeshSceneProxy : public FPrimitiveSceneProxy
Remarks
A skeletal mesh component scene proxy.
Variables
Type | Name | Description | |
---|---|---|---|
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uint8: 1 | bCanHighlightSelectedSections | |
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uint8: 1 | bDrawDebugSkeleton | |
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uint8: 1 | bForceWireframe | Data copied for rendering |
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uint8: 1 | bIsCPUSkinned | |
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bool | bMaterialsNeedMorphUsage_GameThread | |
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uint8: 1 | bRenderStatic | |
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TOptional< FLinearColor > | DebugDrawColor | The color we draw this component in if drawing debug bones |
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TEnumAsByte< ERHIFeatureLevel::Type > | FeatureLevel | |
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TArray< FLODSectionElements > | LODSections | Array of section elements for each LOD |
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FMaterialRelevance | MaterialRelevance | |
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TSet< UMaterialInterface * > | MaterialsInUse_GameThread | Set of materials used by this scene proxy, safe to access from the game thread. |
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FSkeletalMeshObject * | MeshObject | |
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UMaterialInterface * | OverlayMaterial | |
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float | OverlayMaterialMaxDrawDistance | |
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AActor * | Owner | |
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UPhysicsAsset * | PhysicsAssetForDebug | |
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FPoseWatchDynamicData * | PoseWatchDynamicData | |
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FBoxSphereBounds | PreSkinnedLocalBounds | The primitive's pre-skinned local space bounds. |
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TArray< uint16 > | ShadowCapsuleBoneIndices | |
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TArray< TPair< int32, FCapsuleShape > > | ShadowCapsuleData | BoneIndex->capsule pairs used for rendering sphere/capsule shadows Note that these are in refpose component space, NOT bone space. |
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const USkinnedAsset * | SkeletalMeshForDebug | The points to the skeletal mesh and physics assets are purely for debug purposes. |
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FSkeletalMeshRenderData * | SkeletalMeshRenderData | |
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float | StreamingDistanceMultiplier | The component streaming distance multiplier |
Constructors
Type | Name | Description | |
---|---|---|---|
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FSkeletalMeshSceneProxy
(
const USkinnedMeshComponent* Component, |
Constructor. |
Functions
Type | Name | Description | |
---|---|---|---|
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void | DebugDrawPhysicsAsset
(
int32 ViewIndex, |
Render physics asset for debug display |
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void | DebugDrawPoseWatchSkeletons
(
int32 ViewIndex, |
|
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void | DebugDrawSkeleton
(
int32 ViewIndex, |
Render the bones of the skeleton for debug display |
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SIZE_T | ||
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bool | GetCachedGeometry
(
FCachedGeometry& OutCachedGeometry |
|
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uint8 | Only call on render thread timeline | |
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int32 | Util for getting LOD index currently used by this SceneProxy. | |
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void | GetDynamicElementsSection
(
const TArray< const FSceneView* >& Views, |
|
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bool | GetMaterialTextureScales
(
int32 LODIndex, |
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void | GetMeshElementsConditionallySelectable
(
const TArray< const FSceneView* >& Views, |
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const FSkeletalMeshObject * | ||
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const TArray< uint16 > & | Returns a pre-sorted list of shadow capsules's bone indicies | |
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bool | GetWorldMatrices
(
FMatrix& OutLocalToWorld, |
Returns the world transform to use for drawing. Returns the world transform to use for drawing. |
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void | UpdateMorphMaterialUsage_GameThread
(
TArray< UMaterialInterface* >& MaterialUsingMorphTarget |
Updates morph material usage for materials referenced by each LOD entry |
Overridden from FPrimitiveSceneProxy
Type | Name | Description | |
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bool | ||
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HHitProxy * | CreateHitProxies
(
UPrimitiveComponent* Component, |
Creates the hit proxies are used when DrawDynamicElements is called. Called in the game thread. |
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void | Draws the primitive's static elements. | |
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uint8 | ||
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void | GetDynamicMeshElements
(
const TArray< const FSceneView* >& Views, |
Gathers the primitive's dynamic mesh elements. |
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uint32 | Every derived class should override these functions | |
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bool | GetMeshUVDensities
(
int32 LODIndex, |
Get mesh UV density for a LOD-section. |
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void | GetPreSkinnedLocalBounds
(
FBoxSphereBounds& OutBounds |
Return the bounds for the pre-skinned primitive in local space |
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bool | GetPrimitiveDistance
(
int32 LODIndex, |
Get primitive distance to view origin for a given LOD-section. |
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void | GetShadowShapes
(
FVector PreViewTranslation, |
Gathers shadow shapes from this proxy. |
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SIZE_T | GetTypeHash () |
Return a type (or subtype) specific hash for sorting purposes |
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FPrimitiveViewRelevance | GetViewRelevance
(
const FSceneView* View |
Relevance is always dynamic for skel meshes unless they are disabled |
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bool | ||
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bool | ||
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void | Called to notify the proxy when its transform has been updated. |
Classes
Type | Name | Description | |
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FLODSectionElements | Section elements for a particular LOD | |
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FSectionElementInfo | Info for section element in an LOD |