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API > API/Runtime > API/Runtime/Engine
| Name | UModel |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Public/Model.h |
| Include Path | #include "Model.h" |
Syntax
UCLASS (MinimalAPI)
class UModel : public UObject
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UModel
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UModel
(
FVTableHelper& Helper |
Model.h | ||
UModel
(
const FObjectInitializer& ObjectInitializer |
Constructors. | Model.h |
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| BSPTexelScale | float | Model.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bCachedOwnerTransformValid | bool | Specifies whether the above cached transform is valid | Model.h | |
| bInvalidForStaticLighting | bool | True if static lighting now can not be validly built for this model | Model.h | |
| bOnlyRebuildMaterialIndexBuffers | bool | True if only the material index buffers should be rebuilt when committing model surfaces | Model.h | |
| Bounds | FBoxSphereBounds | Model.h | ||
| CachedMappings | TArray< class FBSPSurfaceStaticLighting * > | Cache the mappings that are going to be calculated during lighting (we delay applying to join mappings into bigger lightmaps) | Model.h | |
| InvalidSurfaces | bool | True if surfaces in the model have been changed without calling ULevel::CommitModelSurfaces. | Model.h | |
| LeafHulls | TArray< int32 > | Model.h | ||
| Leaves | TArray< FLeaf > | Model.h | ||
| LightingGuid | FGuid | Unique ID for this model, used for caching during distributed lighting | Model.h | |
| LightingLevel | ULevel * | The level used to generate NodeGroups | Model.h | |
| LightmassSettings | TArray< FLightmassPrimitiveSettings > | Model.h | ||
| Linked | bool | Model.h | ||
| MaterialIndexBuffers | TMap< UMaterialInterface *, TUniquePtr< FRawIndexBuffer16or32 > > | An index buffer for each material used by the model, containing all the nodes with that material applied. | Model.h | |
| NodeGroups | TMap< int32, FNodeGroup * > | A map of NodeGroup ID to the NodeGroup object | Model.h | |
| Nodes | TArray< FBspNode > | Model.h | ||
| NumIncompleteNodeGroups | int32 | How many node groups still need to be completed before we start joining by brightness, etc | Model.h | |
| NumSharedSides | int32 | Model.h | ||
| NumUniqueVertices | uint32 | The number of unique vertices. | Model.h | |
| OwnerLocationWhenLastBuilt | FVector3f | Cached transform of the owner brush when the geometry was last built | Model.h | |
| OwnerRotationWhenLastBuilt | FRotator | Model.h | ||
| OwnerScaleWhenLastBuilt | FVector3f | Model.h | ||
| Points | TArray< FVector3f > | Model.h | ||
| Polys | TObjectPtr< UPolys > | Arrays and subobjects. | Model.h |
|
| ReleaseResourcesFence | FRenderCommandFence | A fence which is used to keep track of the rendering thread releasing the model resources. | Model.h | |
| RootOutside | bool | Other variables. | Model.h | |
| Surfs | TArray< FBspSurf > | Model.h |
|
|
| Vectors | TArray< FVector3f > | Model.h | ||
| VertexBuffer | FModelVertexBuffer | A vertex buffer containing the vertices for all nodes in the UModel. | Model.h | |
| Verts | TArray< FVert > | Model.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void ApplyStaticLighting
(
const FStaticLightingBuildContext* LightingContext |
Applies all of the finished lighting cached in the NodeGroups | Model.h | |
void ApplyWorldOffset
(
const FVector& InOffset, |
Apply world origin changes | Model.h | |
void BeginReleaseResources() |
Begins releasing the model's resources. | Model.h | |
void BuildBound() |
Build the model's bounds (min and max). | Model.h | |
int32 BuildVertexBuffers() |
Initialize vertex buffer data from UModel data Returns the number of vertices in the vertex buffer. | Model.h | |
void CalculateUniqueVertCount() |
Model.h | ||
void ClearLocalMaterialIndexBuffersData() |
Clears local (non RHI) data associated with MaterialIndexBuffers | Model.h | |
void EmptyModel
(
int32 EmptySurfInfo, |
Model.h | ||
ABrush * FindBrush
(
const FVector3f& SourcePoint |
Find the source brush actor associated with this point, or NULL if the point does not lie on a BSP surface. | Model.h | |
float FindNearestVertex
(
const FVector3f& SourcePoint, |
Model.h | ||
FVector GetCenter() |
Compute the "center" location of all the verts | Model.h | |
void GetNodeBoundingBox
(
const FBspNode& Node, |
Creates a bounding box for the passed in node | Model.h | |
| Model.h | |||
void GroupAllNodes
(
ULevel* Level, |
Groups all nodes in the model into NodeGroups (cached in the NodeGroups object) | Model.h | |
bool HasSelectedSurfaces() |
Model.h | ||
void Initialize
(
ABrush* Owner, |
Model.h | ||
void Initialize () |
Model.h | ||
void ModifyAllSurfs
(
bool UpdateBrushes |
Model.h | ||
void ModifySelectedSurfs
(
bool UpdateBrushes |
UModel transactions. | Model.h | |
void ModifySurf
(
int32 InIndex, |
Model.h | ||
void PrecomputeSphereFilter
(
const FPlane& Sphere |
Model.h | ||
void ShrinkModel() |
Shrink all stuff to its minimum size. | Model.h | |
void Transform
(
ABrush* Owner |
Transform this model by its coordinate system. | Model.h | |
void UpdateVertices() |
Begins initializing the model's VertexBuffer. | Model.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void BeginDestroy() |
Model.h | ||
virtual void GetResourceSizeEx
(
FResourceSizeEx& CumulativeResourceSize |
Model.h | ||
virtual bool IsAsset() |
Model.h | ||
virtual bool IsReadyForFinishDestroy() |
Model.h | ||
virtual bool Modify
(
bool bAlwaysMarkDirty |
Model.h | ||
virtual void PostDuplicate
(
bool bDuplicateForPIE |
Called after duplication & serialization and before PostLoad. | Model.h | |
virtual void PostEditUndo() |
Model.h | ||
virtual void PostLoad() |
Model.h | ||
virtual void PreSave
(
FObjectPreSaveContext SaveContext |
Model.h | ||
virtual bool Rename
(
const TCHAR* InName, |
Model.h | ||
virtual void Serialize
(
FArchive& Ar |
Model.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static void AddReferencedObjects
(
UObject* InThis, |
Model.h | ||
static float GetGlobalBSPTexelScale() |
Model.h | ||
static void SetGlobalBSPTexelScale
(
float InBSPTexelScale |
Sets the global texel scale used for BSP UV's | Model.h |