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| Name | FSkeletalMeshSourceModel |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Classes/Engine/SkeletalMeshSourceModel.h |
| Include Path | #include "Engine/SkeletalMeshSourceModel.h" |
Syntax
USTRUCT ()
struct FSkeletalMeshSourceModel : public FSkeletalMeshLODInfo
Inheritance Hierarchy
- FSkeletalMeshLODInfo → FSkeletalMeshSourceModel
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| Moving is permitted. | Engine/SkeletalMeshSourceModel.h | ||
FSkeletalMeshSourceModel
(
const FSkeletalMeshSourceModel& |
No copying allowed. | Engine/SkeletalMeshSourceModel.h | |
| Engine/SkeletalMeshSourceModel.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Bounds | FBoxSphereBounds | The bounds of the stored mesh, here so that users can quickly query this information without having to unpack the entire mesh. | Engine/SkeletalMeshSourceModel.h | |
| CachedHasVertexColors | TOptional< bool > | Engine/SkeletalMeshSourceModel.h | ||
| CachedMorphTargetNames | TArray< FName > | List of all morph targets stored on the mesh. | Engine/SkeletalMeshSourceModel.h | |
| CachedSkinWeightProfileNames | TArray< FName > | List of all alternate skin weight profiles stored on the mesh, NOTE: The default value is single-entry array with NAME_None to mark that this value has not been initialized yet / TOptional does not work with containers. | Engine/SkeletalMeshSourceModel.h | |
| CachedVertexColorGuid | FGuid | Engine/SkeletalMeshSourceModel.h | ||
| MeshDescriptionBulkData | TObjectPtr< USkeletalMeshDescriptionBulkData > | Bulk data containing mesh description from imported or modeled geometry. | Engine/SkeletalMeshSourceModel.h | |
| MeshDescriptionBulkDataMutex | FCriticalSection | Accessor mutex for the bulk data, since it can be accessed from any thread. | Engine/SkeletalMeshSourceModel.h | |
| RawMeshBulkData | TSharedPtr< FRawSkeletalMeshBulkData > | The old mesh bulk data. | Engine/SkeletalMeshSourceModel.h | |
| RawMeshBulkDataLODIndex | int32 | Engine/SkeletalMeshSourceModel.h | ||
| TriangleCount | int32 | The number of triangles on the mesh, stored here so that users can quickly query this information without having to unpack the entire mesh. | Engine/SkeletalMeshSourceModel.h | |
| VertexCount | int32 | The number of vertices on the mesh, stored here so that users can quickly query this information without having to unpack the entire mesh. | Engine/SkeletalMeshSourceModel.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void ClearAllMeshData () |
Call this to clear all geometry from this source data. | Engine/SkeletalMeshSourceModel.h | |
void ClearMeshDescription () |
Clears the currently stored mesh description objects, leaving the bulk data as-is. | Engine/SkeletalMeshSourceModel.h | |
bool CloneMeshDescription
(
FMeshDescription& OutMeshDescription |
Clones the current mesh description into the output object. Clones it from bulk storage if needed. | Engine/SkeletalMeshSourceModel.h | |
void CommitMeshDescription
(
bool bInUseHashAsGuid |
Commits the currently cached mesh description (as retrieved via GetMeshDescription or TryGetMeshDescription) into bulk storage so that it will be persisted. | Engine/SkeletalMeshSourceModel.h | |
| Create a new mesh description object on this container, obliterating whatever mesh might have been there before. | Engine/SkeletalMeshSourceModel.h | ||
const FBoxSphereBounds & GetBoundsFast() |
Returns the bounds of the stored mesh description, without having to load it up from bulk storage. | Engine/SkeletalMeshSourceModel.h | |
| Gets the cached mesh description, if there was one, otherwise tries to load it from the bulk data. | Engine/SkeletalMeshSourceModel.h | ||
const FMeshDescriptionBulkData * GetMeshDescriptionBulkData() |
Return a read-only version of the bulk data. | Engine/SkeletalMeshSourceModel.h | |
TConstArrayView< FName > GetMorphTargetNames() |
Returns the list names of morph targets stored on the mesh, if any. | Engine/SkeletalMeshSourceModel.h | |
TConstArrayView< FName > GetSkinWeightProfileNames() |
Returns the list of names of alternate skin weight profiles stored on the mesh, if any. | Engine/SkeletalMeshSourceModel.h | |
int32 GetTriangleCountFast() |
Returns the number of triangles on the stored mesh description, without having to load it up from bulk storage. | Engine/SkeletalMeshSourceModel.h | |
TOptional< FGuid > GetVertexColorGuid () |
Get the vertex color GUID as an optional value. | Engine/SkeletalMeshSourceModel.h | |
int32 GetVertexCountFast() |
Returns the number of vertices on the stored mesh description, without having to load it up from bulk storage. | Engine/SkeletalMeshSourceModel.h | |
bool HasMeshDescription () |
Returns `true_ if there is mesh description data available on this bulk data object. | Engine/SkeletalMeshSourceModel.h | |
void Initialize
(
USkeletalMesh* InOwner |
Initialize all sub-objects and other owned data that depends on knowing the skeletal mesh owner | Engine/SkeletalMeshSourceModel.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static void UpgradeMorphTargets
(
FMeshDescription& InOutMeshDescription |
If necessary, convert morph targets from the old FVector3f[2] storage to the split representation where we store position per vertex, and normal per vertex instance | Engine/SkeletalMeshSourceModel.h |
Operators
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FSkeletalMeshSourceModel & operator=
(
const FSkeletalMeshSourceModel& |
Engine/SkeletalMeshSourceModel.h | ||
| Engine/SkeletalMeshSourceModel.h |