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The output of some geometry caching system. For example this might be the GPUSkinCache, MeshDeformer or any other compute process that generates vertex buffers. The contents can be ingested by some rendering system. For example this might be used to place the hair groom system against a deformed mesh.
| Name | FCachedGeometry |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Public/CachedGeometry.h |
| Include Path | #include "CachedGeometry.h" |
Syntax
struct FCachedGeometry
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| CachedGeometry.h | |||
FCachedGeometry
(
const FCachedGeometry& |
CachedGeometry.h | ||
| CachedGeometry.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
~FCachedGeometry() |
CachedGeometry.h |
Structs
| Name | Remarks |
|---|---|
| Section |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| LocalToWorld | FTransform | CachedGeometry.h | ||
| LODIndex | int32 | CachedGeometry.h | ||
| Sections | TArray< Section > | CachedGeometry.h |
Functions
Public
Operators
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FCachedGeometry & operator=
(
const FCachedGeometry& |
CachedGeometry.h | ||
FCachedGeometry & operator=
(
FCachedGeometry&& |
CachedGeometry.h |