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Source model from which a renderable static mesh is built.
| Name | FStaticMeshSourceModel |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Classes/Engine/StaticMeshSourceData.h |
| Include Path | #include "Engine/StaticMeshSourceData.h" |
Syntax
USTRUCT ()
struct FStaticMeshSourceModel
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FStaticMeshSourceModel
(
FStaticMeshSourceModel&& Other |
Handle moving gracefully | Engine/StaticMeshSourceData.h | |
FStaticMeshSourceModel
(
const FStaticMeshSourceModel& |
Copying not allowed | Engine/StaticMeshSourceData.h | |
| Default constructor. | Engine/StaticMeshSourceData.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
~FStaticMeshSourceModel() |
Destructor. | Engine/StaticMeshSourceData.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bImportWithBaseMesh | bool | Whether this LOD was imported in the same file as the base mesh. | Engine/StaticMeshSourceData.h | |
| BuildSettings | FMeshBuildSettings | Settings applied when building the mesh. | Engine/StaticMeshSourceData.h |
|
| CacheMeshDescriptionTrianglesCount | uint32 | Engine/StaticMeshSourceData.h | ||
| CacheMeshDescriptionVerticesCount | uint32 | Engine/StaticMeshSourceData.h | ||
| RawMeshBulkData | FRawMeshBulkData * | Imported raw mesh data. | Engine/StaticMeshSourceData.h | |
| ReductionSettings | FMeshReductionSettings | Reduction settings to apply when building render data. | Engine/StaticMeshSourceData.h |
|
| ScreenSize | FPerPlatformFloat | ScreenSize to display this LOD. | Engine/StaticMeshSourceData.h |
|
| SourceImportFilename | FString | The file path that was used to import this LOD. | Engine/StaticMeshSourceData.h |
|
| StaticMeshDescriptionBulkData | TObjectPtr< UStaticMeshDescriptionBulkData > | Bulk data containing mesh description. | Engine/StaticMeshSourceData.h | |
| StaticMeshDescriptionBulkDataCS | FCriticalSection | Only allow safe read of the mesh description from the game thread while a build is running (not sure about the rest. the UStaticMeshDescription stuff look particularly dangerous) | Engine/StaticMeshSourceData.h | |
| StaticMeshOwner | UStaticMesh * | We used to maintain the UStaticMesh which owned the source model here. | Engine/StaticMeshSourceData.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void ClearMeshDescription() |
Clears the cached mesh description | Engine/StaticMeshSourceData.h | |
bool CloneMeshDescription
(
FMeshDescription& OutMeshDescription |
If there's a valid cached MeshDescription, return a copy of it. | Engine/StaticMeshSourceData.h | |
void CommitMeshDescription
(
bool bUseHashAsGuid |
Commits the cached mesh description to bulk data | Engine/StaticMeshSourceData.h | |
void ConvertRawMesh
(
int32 LodIndex |
Engine/StaticMeshSourceData.h | ||
FMeshDescription * CreateMeshDescription() |
Create a new MeshDescription object | Engine/StaticMeshSourceData.h | |
void CreateSubObjects
(
UStaticMesh* Owner |
Initialize | Engine/StaticMeshSourceData.h | |
| Engine/StaticMeshSourceData.h | |||
FMeshDescription * GetCachedMeshDescription() |
Gets the cached mesh description, or nullptr if there wasn't one | Engine/StaticMeshSourceData.h | |
UStaticMeshDescription * GetCachedStaticMeshDescription() |
Gets the cached StaticMeshDescription if there is one, or nullptr if not. | Engine/StaticMeshSourceData.h | |
FMeshDescriptionBulkData * GetMeshDescriptionBulkData() |
Gets the mesh description bulk data, or nullptr if not valid | Engine/StaticMeshSourceData.h | |
FMeshDescription * GetOrCacheMeshDescription() |
Gets the cached mesh description if there was one, otherwise loads, caches and returns it. | Engine/StaticMeshSourceData.h | |
UStaticMesh * GetStaticMeshOwner() |
Returns the static mesh which owns this source model. | Engine/StaticMeshSourceData.h | |
bool IsMeshDescriptionValid() |
Returns whether the cached mesh description is valid or not | Engine/StaticMeshSourceData.h | |
bool IsRawMeshEmpty () |
Accessor to Load and save the raw mesh or the mesh description depending on the editor settings. | Engine/StaticMeshSourceData.h | |
bool IsSourceModelInitialized () |
Verify that this SourceModel has been fully initialized. | Engine/StaticMeshSourceData.h | |
bool LoadMeshDescription
(
FMeshDescription& OutMeshDescription |
Tries to initialize a MeshDescription into the given FMeshDescription object, returning whether it was successful. | Engine/StaticMeshSourceData.h | |
void LoadRawMesh
(
FRawMesh& OutRawMesh |
Engine/StaticMeshSourceData.h | ||
void ResetReductionSetting() |
Engine/StaticMeshSourceData.h | ||
void SaveRawMesh
(
FRawMesh& InRawMesh, |
Engine/StaticMeshSourceData.h | ||
| Serializes bulk data. | Engine/StaticMeshSourceData.h |
Operators
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FStaticMeshSourceModel & operator=
(
const FStaticMeshSourceModel& |
Engine/StaticMeshSourceData.h | ||
FStaticMeshSourceModel & operator=
(
FStaticMeshSourceModel&& Other |
Engine/StaticMeshSourceData.h |
Deprecated Variables
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| LODDistance_DEPRECATED | float | Engine/StaticMeshSourceData.h |