Navigation
Unreal Engine C++ API Reference > Runtime > Engine > Rendering
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Public/Rendering/SkeletalMeshRenderData.h |
Include | #include "Rendering/SkeletalMeshRenderData.h" |
Syntax
class FSkeletalMeshRenderData
Variables
Type | Name | Description | |
---|---|---|---|
![]() |
bool | bReadyForStreaming | True if rhi resources are initialized |
![]() |
bool | bSupportRayTracing | Whether ray tracing acceleration structures should be created for this mesh. |
![]() |
uint8 | CurrentFirstLODIdx | [RenderThread] Index of the most detailed valid LOD. |
![]() |
FString | DerivedDataKey | The derived data key associated with this render data. |
![]() |
uint8 | LODBiasModifier | Runtime LOD bias modifier for this skeletal mesh |
![]() |
TIndirectArray< FSkeletalMeshLODRenderData > | LODRenderData | Per-LOD render data. |
![]() |
TUniquePtr< class FSkeletalMeshRenderData > | NextCachedRenderData | The next cached derived data in the list. |
![]() |
uint8 | NumInlinedLODs | Const after serialization. |
![]() |
uint8 | NumNonOptionalLODs | Const after serialization. |
![]() |
uint8 | PendingFirstLODIdx | [GameThread/RenderThread] Future value of CurrentFirstLODIdx. |
![]() |
TArray< FMeshUVChannelInfo > | UVChannelDataPerMaterial | UV data used for streaming accuracy debug view modes. In sync for rendering thread |
Constructors
Type | Name | Description | |
---|---|---|---|
![]() |
Destructors
Type | Name | Description | |
---|---|---|---|
![]() |
Functions
Type | Name | Description | |
---|---|---|---|
![]() ![]() |
bool | AnyRenderSectionCastsShadows
(
int32 MinLODIdx |
Check if any rendersection casts shadows |
![]() |
void | Cache
(
const ITargetPlatform* TargetPlatform, |
|
![]() ![]() |
SIZE_T | Get the estimated memory overhead of buffers marked as NeedsCPUAccess. | |
![]() |
FString | GetDerivedDataKey
(
const ITargetPlatform* TargetPlatform, |
|
![]() ![]() |
int32 | GetFirstValidLODIdx
(
int32 MinLODIdx |
Return first valid LOD index starting at MinLODIdx. |
![]() ![]() |
int32 | GetMaxBonesPerSection
(
int32 MinLODIdx |
Computes the maximum number of bones per section used to render this mesh starting at MinLODIdx. |
![]() ![]() |
int32 | Computes the maximum number of bones per section used to render this mesh. | |
![]() ![]() |
uint32 | GetNumBoneInfluences
(
int32 MinLODIdx |
Returns the number of bone influences per vertex starting at MinLODIdx. |
![]() ![]() |
uint32 | Returns the number of bone influences per vertex. | |
![]() ![]() |
const FSkeletalMeshLODRenderData * | GetPendingFirstLOD
(
int32 MinLODIdx |
Return the pending first LOD that can be used for rendering starting at MinLODIdx. |
![]() ![]() |
int32 | GetPendingFirstLODIdx
(
int32 MinLODIdx |
Return the pending first LODIdx that can be used. |
![]() |
void | GetResourceSizeEx
(
FResourceSizeEx& CumulativeResourceSize |
Return the resource size |
![]() |
void | InitResources
(
bool bNeedsVertexColors, |
Initializes rendering resources. |
![]() ![]() |
bool | ||
![]() |
void | Releases rendering resources. | |
![]() ![]() |
bool | RequiresCPUSkinning
(
ERHIFeatureLevel::Type FeatureLevel |
Returns true if this resource must be skinned on the CPU for the given feature level. |
![]() ![]() |
bool | RequiresCPUSkinning
(
ERHIFeatureLevel::Type FeatureLevel, |
Returns true if this resource must be skinned on the CPU for the given feature level starting at MinLODIdx |
![]() |
void | Serialize
(
FArchive& Ar, |
Serialize to/from the specified archive.. |
![]() |
void | SyncUVChannelData
(
const TArray< FSkeletalMaterial >& ObjectData |