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Unreal Engine C++ API Reference > Runtime > Engine > Rendering
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Public/Rendering/SkeletalMeshModel.h |
Include | #include "Rendering/SkeletalMeshModel.h" |
Syntax
class FSkeletalMeshModel
Remarks
Imported resources for a skeletal mesh.
Variables
Type | Name | Description | |
---|---|---|---|
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bool | bGuidIsHash | If this GUID was generated from a hash of the data, or randomly generated when it was changed |
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TArray< FInlineReductionCacheData > | InlineReductionCacheDatas | When user reduce an imported LOD with itself (BaseLOD == TargetLOD), we need to store the geometry count (vertex count and triangle count). |
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TIndirectArray< FSkeletalMeshLODModel > | LODModels | Per-LOD data. |
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FGuid | SkeletalMeshModelGUID | GUID to indicate this version of data. |
Constructors
Type | Name | Description | |
---|---|---|---|
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Default constructor. |
Functions
Type | Name | Description | |
---|---|---|---|
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void | ||
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void | GenerateGUIDFromHash
(
USkinnedAsset* Owner |
Util to regenerate a GUID for this Model based on hashing its data Used by old content, rather than a random new GUID. |
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void | Creates a new GUID for this Model | |
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FString | GetIdString () |
Get current GUID Id as a string, for DDC key |
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FString | ||
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void | GetResourceSizeEx
(
FResourceSizeEx& CumulativeResourceSize |
|
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void | Serialize
(
FArchive& Ar, |
Serialize to/from the specified archive.. |
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void |
Deprecated Variables
Type | Name | Description | |
---|---|---|---|
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TArray< FReductionBaseSkeletalMeshBulkData * > | OriginalReductionSourceMeshData_DEPRECATED | When user reduce an imported LOD with itself (BaseLOD == TargetLOD), we need to store some imported model data so we can reduce again from the same data. |