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| Name | FMassLODInstancedSkinnedMeshSignificanceRange |
| Type | struct |
| Header File | /Engine/Plugins/Runtime/MassGameplay/Source/MassRepresentation/Public/MassSkinnedMeshRepresentationTypes.h |
| Include Path | #include "MassSkinnedMeshRepresentationTypes.h" |
Syntax
USTRUCT ()
struct FMassLODInstancedSkinnedMeshSignificanceRange
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| InstancedSkinnedMeshSharedDataPtr | FMassInstancedSkinnedMeshComponentSharedDataMap * | MassSkinnedMeshRepresentationTypes.h | ||
| MaxSignificance | float | MassSkinnedMeshRepresentationTypes.h | ||
| MinSignificance | float | LOD Significance range | MassSkinnedMeshRepresentationTypes.h | |
| SkinnedMeshComponentRefs | TArray< FInstancedSkinnedMeshComponentSharedDataKey > | The component handling these instances | MassSkinnedMeshRepresentationTypes.h | |
| SourceDescMeshIndices | TArray< int32 > | Source Desc.Meshes index per SkinnedMeshComponentRefs entry. | 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
(
const TArray< float >& CustomFloats, |
Adds uniform custom data, CustomFloats is applied to all meshes in the SignificanceRange. | MassSkinnedMeshRepresentationTypes.h | |
void AddBatchedCustomDataFloats
(
TConstArrayView< TArray< float > > PerMeshFloats, |
Adds per-mesh custom data, PerMeshFloats is indexed in source Desc.Meshes order. | MassSkinnedMeshRepresentationTypes.h | |
void AddBatchedTransform
(
const FMassEntityHandle EntityHandle, |
MassSkinnedMeshRepresentationTypes.h | ||
void AddInstance
(
const FMassEntityHandle EntityHandle, |
Single-instance version of AddBatchedCustomData when called to add entities (as opposed to modify existing ones). | MassSkinnedMeshRepresentationTypes.h | |
void RemoveInstance
(
const FMassEntityHandle EntityHandle |
MassSkinnedMeshRepresentationTypes.h | ||
void WriteCustomDataFloatsAtStartIndex
(
int32 MeshIndex, |
MassSkinnedMeshRepresentationTypes.h |