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Unreal Engine C++ API Reference > Runtime > Engine > Rendering
Inheritance Hierarchy
- FRenderResource
- FVertexBuffer
- FSkeletalMeshVertexClothBuffer
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Public/Rendering/SkeletalMeshVertexClothBuffer.h |
Include | #include "Rendering/SkeletalMeshVertexClothBuffer.h" |
Syntax
class FSkeletalMeshVertexClothBuffer : public FVertexBuffer
Remarks
A vertex buffer for holding skeletal mesh clothing information only. This buffer sits along side the other skeletal mesh buffers per LOD
Constructors
Type | Name | Description | |
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Constructor | ||
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FSkeletalMeshVertexClothBuffer
(
const FSkeletalMeshVertexClothBuffer& Other |
Constructor (copy)Copy Constructor |
Destructors
Type | Name | Description | |
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Destructor |
Functions
Type | Name | Description | |
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void | CleanUp () |
Delete existing resources |
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void | ||
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FBufferRHIRef | ||
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FBufferRHIRef | Create an RHI vertex buffer with CPU data. | |
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const TArray< FClothBufferIndexMapping > & | ||
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uint32 | ||
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FShaderResourceViewRHIRef | GetSRV () |
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uint32 | GetStride () |
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uint32 | ||
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void | Init
(
const TArray< FMeshToMeshVertData >& InMappingData, |
Initializes the buffer with the given vertices. Initializes the buffer with the given vertices. |
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void | InitRHIForStreaming
(
FRHIBuffer* IntermediateBuffer, |
Similar to Init/ReleaseRHI but only update existing SRV so references to the SRV stays valid |
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FMeshToMeshVertData & | MappingData
(
uint32 VertexIndex |
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const FMeshToMeshVertData & | MappingData
(
uint32 VertexIndex |
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void | ReleaseRHIForStreaming
(
FRHIResourceUpdateBatcher& Batcher |
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void | SerializeMetaData
(
FArchive& Ar |
Overridden from FRenderResource
Type | Name | Description | |
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FString | ||
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void | InitRHI
(
FRHICommandListBase& RHICmdList |
Initialize the RHI resource for this vertex buffer |
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void | ReleaseRHI () |
Release the RHI resource for this vertex buffer |
Operators
Type | Name | Description | |
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FSkeletalMeshVertexClothBuffer & | operator=
(
const FSkeletalMeshVertexClothBuffer& Other |
Assignment. Assumes that vertex buffer will be rebuilt |