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| Name | FStaticMeshComponentInstanceData |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Classes/Components/StaticMeshComponent.h |
| Include Path | #include "Components/StaticMeshComponent.h" |
Syntax
USTRUCT ()
struct FStaticMeshComponentInstanceData : public FPrimitiveComponentInstanceData
Inheritance Hierarchy
- FInstanceCacheDataBase → FActorComponentInstanceData → FSceneComponentInstanceData → FPrimitiveComponentInstanceData → FStaticMeshComponentInstanceData
Derived Classes
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| Components/StaticMeshComponent.h | |||
FStaticMeshComponentInstanceData
(
const UStaticMeshComponent* SourceComponent |
Components/StaticMeshComponent.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~FStaticMeshComponentInstanceData() |
Components/StaticMeshComponent.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| CachedStaticLighting | TArray< FGuid > | Used to store lightmap data during RerunConstructionScripts | Components/StaticMeshComponent.h | |
| MaterialStreamingRelativeBoxes | TArray< uint32 > | Texture streaming editor data (for viewmodes) | Components/StaticMeshComponent.h | |
| StaticMesh | TObjectPtr< class UStaticMesh > | Mesh being used by component | Components/StaticMeshComponent.h | |
| StreamingTextureData | TArray< FStreamingTextureBuildInfo > | Texture streaming build data | Components/StaticMeshComponent.h | |
| VertexColorLODs | TArray< FStaticMeshVertexColorLODData > | Array of cached vertex colors for each LOD | Components/StaticMeshComponent.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AddVertexColorData
(
const FStaticMeshComponentLODInfo& LODInfo, |
Add vertex color data for a specified LOD before RerunConstructionScripts is called | Components/StaticMeshComponent.h | |
bool ApplyVertexColorData
(
UStaticMeshComponent* StaticMeshComponent |
Re-apply vertex color data after RerunConstructionScripts is called | Components/StaticMeshComponent.h |
Overridden from FActorComponentInstanceData
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void ApplyToComponent
(
UActorComponent* Component, |
Applies this component instance data to the supplied component | Components/StaticMeshComponent.h | |
virtual bool ContainsData() |
Determines if any instance data was actually saved. | Components/StaticMeshComponent.h |
Overridden from FInstanceCacheDataBase
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void AddReferencedObjects
(
FReferenceCollector& Collector |
Components/StaticMeshComponent.h |