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Unreal Engine C++ API Reference > Runtime > Engine > Rendering
Inheritance Hierarchy
- FRefCountBase
- FSkeletalMeshLODRenderData
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Public/Rendering/SkeletalMeshLODRenderData.h |
Include | #include "Rendering/SkeletalMeshLODRenderData.h" |
Syntax
class FSkeletalMeshLODRenderData : public FRefCountBase
Variables
Type | Name | Description | |
---|---|---|---|
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TArray< FBoneIndexType > | ActiveBoneIndices | |
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uint32: 1 | bIsLODOptional | Whether this LOD is below MinLod |
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uint32: 1 | bStreamedDataInlined | Whether buffers of this LOD is inlined (i.e. stored in .uexp instead of .ubulk) |
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uint32 | BuffersSize | |
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FByteBulkData | BulkData | |
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FSkeletalMeshVertexClothBuffer | ClothVertexBuffer | A buffer for cloth mesh-mesh mapping |
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FSkeletalMeshHalfEdgeBuffer | HalfEdgeBuffer | GPU buffer for half edge data of an LOD, useful for mesh deformers |
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FMorphTargetVertexInfoBuffers | MorphTargetVertexInfoBuffers | GPU friendly access data for MorphTargets for an LOD |
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FMultiSizeIndexContainer | MultiSizeIndexContainer | Index Buffer (MultiSize: 16bit or 32bit) |
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TArray< FSkelMeshRenderSection > | RenderSections | Info about each section of this LOD for rendering |
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TArray< FBoneIndexType > | RequiredBones | |
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FSkinWeightProfilesData | SkinWeightProfilesData | Skin weight profile data structures, can contain multiple profiles and their runtime FSkinWeightVertexBuffer |
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FSkinWeightVertexBuffer | SkinWeightVertexBuffer | Skin weights for skinning |
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FRayTracingGeometry | SourceRayTracingGeometry | Precooked ray tracing geometry. |
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FStaticMeshVertexBuffers | StaticVertexBuffers | Static vertices from chunks for skinning on GPU |
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FByteBulkData | StreamingBulkData | |
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FSkeletalMeshVertexAttributeRenderData | VertexAttributeBuffers |
Constructors
Type | Name | Description | |
---|---|---|---|
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FSkeletalMeshLODRenderData
(
bool bAddRef |
Constructor (default) |
Destructors
Type | Name | Description | |
---|---|---|---|
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Functions
Type | Name | Description | |
---|---|---|---|
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void | BuildFromLODModel
(
const FSkeletalMeshLODModel* InLODModel, |
Initialize render data (e.g. vertex buffers) from model info |
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void | ||
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bool | ||
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uint32 | FindSectionIndex
(
const FSkelMeshRenderSection& Section |
O(1) |
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SIZE_T | Get the estimated memory overhead of buffers marked as NeedsCPUAccess. | |
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uint32 | ||
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uint32 | ||
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void | GetResourceSizeEx
(
FResourceSizeEx& CumulativeResourceSize |
Get Resource Size |
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void | GetSectionFromVertexIndex
(
int32 InVertIndex, |
Utility for finding the section that a particular vertex is in. |
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FSkinWeightVertexBuffer * | Checks whether or not the skin weight buffer has been overridden 'by default' and if not return the original Skin Weight buffer | |
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const FSkinWeightVertexBuffer * | Checks whether or not the skin weight buffer has been overridden 'by default' and if not return the original Skin Weight buffer | |
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int32 | Utility function for returning total number of faces in this LOD. | |
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uint32 | ||
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bool | HasClothData () |
|
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void | IncrementMemoryStats
(
bool bNeedsVertexColors |
|
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void | ||
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void | InitResources
(
bool bNeedsVertexColors, |
Initialize the LOD's render resources. |
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int32 | ||
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void | ReleaseCPUResources
(
bool bForStreaming |
Releases the LOD's CPU render resources. |
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void | Releases the LOD's render resources. | |
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void | Special serialize function passing the owning UObject along as required by FUnytpedBulkData serialization. | |
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void | SerializeAvailabilityInfo
(
FArchive& Ar, |
|
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void | SerializeStreamedData
(
FArchive& Ar, |
Serialize the portion of data that might be streamed |
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bool | ||
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bool | ShouldKeepCPUResources
(
const USkinnedAsset* SkinnedAsset, |
Classes
Type | Name | Description | |
---|---|---|---|
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FBuildSettings |
Enums
Type | Name | Description | |
---|---|---|---|
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EClassDataStripFlag |