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Unreal Engine C++ API Reference > Runtime > Engine > Rendering
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Public/Rendering/SkeletalMeshLODImporterData.h |
Include | #include "Rendering/SkeletalMeshLODImporterData.h" |
Syntax
class FRawSkeletalMeshBulkData
Remarks
Bulk data storage for raw meshes.
Variables
Type | Name | Description | |
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ESkeletalMeshGeoImportVersions | GeoImportVersion | The last geo imported version, we use this flag to know if we have some data or not. |
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ESkeletalMeshSkinningImportVersions | SkinningImportVersion | The last skinning imported version, we use this flag to know if we have some data or not. |
Constructors
Type | Name | Description | |
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Default constructor. |
Functions
Type | Name | Description | |
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void | Empty the bulk data. | |
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FByteBulkData & | GetBulkData () |
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const FByteBulkData & | GetBulkData () |
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FString | GetIdString () |
Retrieve a string uniquely identifying the contents of this bulk data. |
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bool | Returns true if the last import version is enough to use the new build system. | |
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bool | IsEmpty () |
Returns true if no bulk data is available for this mesh. |
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void | LoadRawMesh
(
FSkeletalMeshImportData& OutMesh |
Load the raw mesh from bulk data. |
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void | SaveRawMesh
(
FSkeletalMeshImportData& InMesh |
Store a new raw mesh in the bulk data. |
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void | Serialization. | |
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void | Serialize
(
FArchive& Ar, |
Static function helper to serialize an array of Raw source data. |
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void | UseHashAsGuid
(
UObject* Owner |
Uses a hash as the GUID, useful to prevent creating new GUIDs on load for legacy assets. |