Navigation
API > API/Runtime > API/Runtime/Engine > API/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 |