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