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Unreal Engine C++ API Reference > Runtime > Engine > Rendering
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Public/Rendering/SkeletalMeshLODModel.h |
Include | #include "Rendering/SkeletalMeshLODModel.h" |
Syntax
class FSkeletalMeshLODModel
Remarks
All data to define a certain LOD model for a skeletal mesh.
Variables
Type | Name | Description | |
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TArray< FBoneIndexType > | ActiveBoneIndices | Bone hierarchy subset active for this LOD. |
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bool | bIsBuildDataAvailable | |
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bool | bIsRawSkeletalMeshBulkDataEmpty | |
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FString | BuildStringID | Temporary build String ID We use this string to store the LOD model data so we can know if the LOD need to be rebuild This GUID is set when we Cache the render data (build function) |
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TArray< FSkelMeshImportedMeshInfo > | ImportedMeshInfos | The information about individual meshes. |
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TArray< uint32 > | IndexBuffer | Index buffer, covering all sections |
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int32 | MaxImportVertex | The max index in MeshToImportVertexMap, ie. the number of imported (raw) verts. |
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TArray< int32 > | MeshToImportVertexMap | Mapping from final mesh vertex index to raw import vertex index. |
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uint32 | NumTexCoords | The number of unique texture coordinate sets in this lod |
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uint32 | NumVertices | |
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FString | RawSkeletalMeshBulkDataID | This ID is use to create the DDC key, it must be set when we save the FRawSkeletalMeshBulkData. |
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TArray< FBoneIndexType > | RequiredBones | Bones that should be updated when rendering this LOD. |
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TArray< FSkelMeshSection > | Sections | Sections. |
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TMap< FName, FImportedSkinWeightProfileData > | SkinWeightProfiles | Set of skin weight profile, identified by a FName which matches FSkinWeightProfileInfo.Name in the owning Skeletal Mesh |
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TMap< int32, FSkelMeshSourceSectionUserData > | UserSectionsData | When user change section data in the UI, we store it here to be able to regenerate the changes Note: the key (int32) is the original imported section data, because of BONE chunk the size of this array is not the same as the Sections array. |
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TMap< FName, FSkeletalMeshModelVertexAttribute > | VertexAttributes | Set of vertex attributes identified by an FName |
Constructors
Type | Name | Description | |
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Constructor (default) |
Destructors
Type | Name | Description | |
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Functions
Type | Name | Description | |
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void | CopyStructure
(
FSkeletalMeshLODModel* Destination, |
Copy one structure to the other, make sure all bulk data is unlock and the data can be read before copying. |
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FSkeletalMeshLODModel * | CreateCopy
(
const FSkeletalMeshLODModel* Other |
Create a new FSkeletalMeshLODModel on the heap. |
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void | DeclareCustomVersions
(
FArchive& Ar |
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bool | ||
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void | Empty () |
Empty the skeletal mesh LOD model. |
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int32 | FindMeshInfoIndex
(
FName Name |
Find a mesh info by a mesh name. Returns INDEX_NONE when not found. |
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void | GetClothMappingData
(
TArray< FMeshToMeshVertData >& MappingData, |
Fill array with APEX cloth mapping data. |
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FString | Build a derive data key with the user section data (UserSectionsData) and the original bulk data | |
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int32 | ||
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void | GetMeshDescription
(
FMeshDescription& MeshDescription, |
Fills in a representation of this model into the given mesh description object. |
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void | GetNonClothVertices
(
TArray< FSoftSkinVertex >& OutVertices |
Similar to GetVertices but ignores vertices from clothing sections to avoid getting duplicate vertices from clothing sections if not needed |
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int32 | ||
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const TArray< uint32 > & | Accessor for the RawPointIndice which is editor only data: array of the original point (wedge) indices for each of the vertices in a FSkeletalMeshLODModel | |
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TArray< uint32 > & | Accessor for the RawPointIndice which is editor only data: array of the original point (wedge) indices for each of the vertices in a FSkeletalMeshLODModel | |
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void | GetResourceSizeEx
(
FResourceSizeEx& CumulativeResourceSize |
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void | GetSectionFromVertexIndex
(
int32 InVertIndex, |
Utility for finding the section that a particular vertex is in. |
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void | GetVertices
(
TArray< FSoftSkinVertex >& Vertices |
Fill array with vertex position and tangent data from skel mesh chunks. |
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bool | HasClothData () |
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int32 | ||
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void | Special serialize function passing the owning UObject along as required by FUnytpedBulkData serialization. | |
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void | SyncronizeUserSectionsDataArray
(
bool bResetNonUsedSection |
Make sure user section data is present for every original sections |
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void | UpdateChunkedSectionInfo
(
const FString& SkeletalMeshName |
This function will update the chunked information for each section. |
Deprecated Functions
Type | Name | Description | |
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FRawSkeletalMeshBulkData & | Please do not access this function anymore. This data is not use anymore. |