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Unreal Engine C++ API Reference > Runtime > Engine > Rendering > FSkeletalMeshLODRenderData
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Public/Rendering/SkeletalMeshLODRenderData.h |
Include | #include "Rendering/SkeletalMeshLODRenderData.h" |
Source | /Engine/Source/Runtime/Engine/Private/SkeletalMeshLODRenderData.cpp |
void SerializeStreamedData
&40;
FArchive & Ar,
USkinnedAsset &42; Owner,
int32 LODIdx,
uint8 ClassStripFlags,
bool bNeedsCPUAccess,
bool bForceKeepCPUResources
&41;
Remarks
Serialize the portion of data that might be streamed Size of streamed LOD data in bytes
Parameters
Name | Description |
---|---|
bNeedsCPUAcces | Whether something requires keeping CPU copy of resources (see ShouldKeepCPUResources) |
bForceKeepCPUResources | Whether we want to force keeping CPU resources |