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API > API/Plugins > API/Plugins/MassRepresentation
| Name | FMassInstancedSkinnedMeshInfo |
| Type | struct |
| Header File | /Engine/Plugins/Runtime/MassGameplay/Source/MassRepresentation/Public/MassSkinnedMeshRepresentationTypes.h |
| Include Path | #include "MassSkinnedMeshRepresentationTypes.h" |
Syntax
USTRUCT ()
struct FMassInstancedSkinnedMeshInfo
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| MassSkinnedMeshRepresentationTypes.h | |||
FMassInstancedSkinnedMeshInfo
(
const FSkinnedMeshInstanceVisualizationDesc& InDesc |
MassSkinnedMeshRepresentationTypes.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AddBatchedAnimationData
(
const FMassEntityHandle EntityHandle, |
MassSkinnedMeshRepresentationTypes.h | ||
void AddBatchedCustomData
(
InCustomDataType InCustomData, |
Adds the specified struct reinterpreted as custom floats to our custom data. | MassSkinnedMeshRepresentationTypes.h | |
void AddBatchedCustomDataFloats
(
TConstArrayView< TArray< float > > PerMeshFloats, |
Adds per-mesh custom data, PerMeshFloats is indexed in source Desc.Meshes order. | MassSkinnedMeshRepresentationTypes.h | |
void AddBatchedCustomDataFloats
(
const TArray< float >& CustomFloats, |
Adds uniform custom data, CustomFloats is applied to all meshes of the given LODSignificance. | MassSkinnedMeshRepresentationTypes.h | |
void AddBatchedTransform
(
const FMassEntityHandle EntityHandle, |
MassSkinnedMeshRepresentationTypes.h | ||
void AddInstancedSkinnedMeshComponent
(
FMassInstancedSkinnedMeshComponentSharedData& SharedData |
MassSkinnedMeshRepresentationTypes.h | ||
const FSkinnedMeshInstanceVisualizationDesc & GetDesc() |
MassSkinnedMeshRepresentationTypes.h | ||
FMassLODInstancedSkinnedMeshSignificanceRange * GetLODSignificanceRange
(
float LODSignificance |
MassSkinnedMeshRepresentationTypes.h | ||
int32 GetLODSignificanceRangesNum() |
MassSkinnedMeshRepresentationTypes.h | ||
FTransform GetTransformOffset() |
MassSkinnedMeshRepresentationTypes.h | ||
bool IsValid() |
MassSkinnedMeshRepresentationTypes.h | ||
void RemoveInstance
(
const FMassEntityHandle EntityHandle, |
MassSkinnedMeshRepresentationTypes.h | ||
void Reset() |
Clears out contents so that a given FMassInstancedSkinnedMeshInfo instance can be reused | MassSkinnedMeshRepresentationTypes.h | |
bool ShouldUseTransformOffset() |
Whether or not to transform the meshes if not align the mass agent transform | MassSkinnedMeshRepresentationTypes.h | |
void WriteCustomDataFloatsAtStartIndex
(
int32 MeshIndex, |
MassSkinnedMeshRepresentationTypes.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void ClearVisualInstance
(
UInstancedSkinnedMeshComponent& ISMComponent |
Destroy the visual instance | MassSkinnedMeshRepresentationTypes.h |