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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
struct FReductionBaseSkeletalMeshBulkData
Remarks
Bulk data storage for raw ImportModel. This structure is deprecated, we now only store the original vertex and triangle count, see FInlineReductionCacheData.
Variables
Type | Name | Description | |
---|---|---|---|
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FByteBulkData | BulkData | Internally store bulk data as bytes. |
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bool | bUseSerializeLoadingCustomVersion | |
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uint32 | CacheLODTriNumber | |
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uint32 | CacheLODVertexNumber | |
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int32 | LicenseeUEVersion | |
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FCustomVersionContainer | SerializeLoadingCustomVersionContainer | The custom version when this was load. |
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FPackageFileVersion | UEVersion |
Constructors
Type | Name | Description | |
---|---|---|---|
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Default constructor. |
Functions
Type | Name | Description | |
---|---|---|---|
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void | CacheGeometryInfo
(
const FSkeletalMeshLODModel& SourceLODModel |
Caching those value since this is a slow operation to load the bulk data to retrieve the original geometry information |
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void | Empty the bulk data. | |
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FByteBulkData & | GetBulkData () |
|
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void | GetGeometryInfo
(
uint32& LODVertexNumber, |
Return the number of vertices and triangles store in this bulk data. |
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bool | IsEmpty () |
Returns true if no bulk data is available for this mesh. |
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void | LoadReductionData
(
FSkeletalMeshLODModel& BaseLODModel, |
Load the raw mesh from bulk data. |
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void | SaveReductionData
(
FSkeletalMeshLODModel& BaseLODModel, |
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 reduction data. |