Navigation
API > API/Runtime > API/Runtime/Engine
Used to recreate all skinned mesh components for a given skinned asset.
| Name | FSkinnedMeshComponentRecreateRenderStateContext |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Public/SkeletalMeshTypes.h |
| Include Path | #include "SkeletalMeshTypes.h" |
Syntax
class FSkinnedMeshComponentRecreateRenderStateContext
Derived Classes
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FSkinnedMeshComponentRecreateRenderStateContext
(
USkinnedAsset* InSkinnedAsset, |
Initialization constructor. | SkeletalMeshTypes.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
~FSkinnedMeshComponentRecreateRenderStateContext() |
Destructor: recreates render state for all components that had their render states destroyed in the constructor. | SkeletalMeshTypes.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bRefreshBounds | bool | Whether we'll refresh the component bounds as we reset | SkeletalMeshTypes.h | |
| MeshComponents | TArray< TWeakObjectPtr< USkinnedMeshComponent > > | List of components to reset | SkeletalMeshTypes.h |