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Contains the shared data that is used by all SkeletalMeshComponents (instances). SkeletalMeshEditorData is a container for non editable editor data. An example of data is the source import data that get updated only when we reimport an asset, but is needed if the asset need to be build. If the ddc key is uptodate the data do not have to be loaded
| Name | USkeletalMeshEditorData |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Classes/Engine/SkeletalMeshEditorData.h |
| Include Path | #include "Engine/SkeletalMeshEditorData.h" |
Syntax
UCLASS (HideCategories=Object, MinimalAPI)
class USkeletalMeshEditorData : public UObject
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → USkeletalMeshEditorData
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
USkeletalMeshEditorData
(
const FObjectInitializer& ObjectInitializer |
Engine/SkeletalMeshEditorData.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| RawSkeletalMeshBulkDatas | TArray< TSharedRef< FRawSkeletalMeshBulkData > > | Imported raw mesh data. | Engine/SkeletalMeshEditorData.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FRawSkeletalMeshBulkData & GetLODImportedData
(
int32 LODIndex |
Return the imported source LOD data, create one if there is nothing. | Engine/SkeletalMeshEditorData.h | |
bool IsLODImportDataValid
(
int32 LODIndex |
Engine/SkeletalMeshEditorData.h | ||
bool RemoveLODImportedData
(
int32 LODIndex |
Engine/SkeletalMeshEditorData.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void PostLoad() |
Raw skeletal mesh editor data | Engine/SkeletalMeshEditorData.h | |
virtual void Serialize
(
FArchive& Ar |
Engine/SkeletalMeshEditorData.h |