FNDISkeletalMesh_InstanceData

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References

Module

Niagara

Header

/Engine/Plugins/FX/Niagara/Source/Niagara/Classes/NiagaraDataInterfaceSkeletalMesh.h

Include

#include "NiagaraDataInterfaceSkeletalMesh.h"

Syntax

struct FNDISkeletalMesh_InstanceData

Variables

Name Description

Public variable

bool

 

bAllowCPUMeshDataAccess

Flag to stub VM functions that rely on mesh data being accessible on the CPU

Public variable

uint32: 1

 

bIsGpuUniformlyDistributedSampling

True if the mesh we're using allows area weighted sampling on GPU.

Public variable

uint32: 1

 

bUnlimitedBoneInfluences

True if the mesh we're using is to be rendered in unlimited bone influences mode.

Public variable

TWeakObjectPtr<...

 

CachedAttachParent

Always reset the DI when the attach parent changes.

Public variable

UObject *

 

CachedUserParam

Public variable

uint32

 

ChangeId

Public variable

TWeakObjectPtr<...

 

Component

Cached ptr to component we sample from. TODO: This should not need to be a weak ptr. We should always be clearing out DIs when the component is destroyed.

Public variable

float

 

DeltaSeconds

Time separating Transform and PrevTransform.

Public variable

int32

 

ExcludedBoneIndex

Excluded bone for some specific functions, generally the root bone which you don't want to include when picking a random bone.

Public variable

TArray< uint16 ...

 

FilteredAndUnfilteredBones

Indices of the bones filtered by the user followed by the unfiltered bones, if this array is empty no filtering is in effect.

Public variable

int32

 

FilteredSocketBoneOffset

Bone index of the first socket, sockets are appended to the end of the bone array

Public variable

TArray< FCached...

 

FilteredSocketInfo

Public variable

TStaticArray< T...

 

FilteredSocketTransforms

Transforms for sockets.

Public variable

uint32

 

FilteredSocketTransformsIndex

Index into which socket transforms to use.

Public variable

USkeletalMesh &...

 

Mesh

Public variable

FSkeletalMeshGp...

 

MeshGpuSpawnDynamicBuffers

Public variable

FSkeletalMeshGp...

 

MeshGpuSpawnStaticBuffers

Extra mesh data upload to GPU.

Public variable

TWeakObjectPtr<...

 

MeshSafe

Public variable

const FSkinWeig...

 

MeshSkinWeightBuffer

Public variable

uint32

 

MeshSkinWeightIndexSizeByte

Public variable

const FSkinWeig...

 

MeshSkinWeightLookupBuffer

Public variable

uint32

 

MeshWeightStrideByte

Public variable

int32

 

NumFilteredBones

Number of filtered bones in the array.

Public variable

int32

 

NumUnfilteredBones

Number of unfiltered bones in the array.

Public variable

FMatrix

 

PrevTransform

Cached ComponentToWorld from previous tick.

Public variable

FSkeletalMeshSa...

 

SamplingRegionAreaWeightedSampler

Additional sampler for if we need to do area weighting sampling across multiple area weighted regions.

Public variable

TArray< int32 >

 

SamplingRegionIndices

Indices of all valid Sampling regions on the mesh to sample from.

Public variable

FSkeletalMeshSk...

 

SkinningData

Handle to our skinning data.

Public variable

FMatrix

 

Transform

Cached ComponentToWorld.

Public variable

FMatrix

 

TransformInverseTransposed

InverseTranspose of above for transforming normals/tangents.

Public variable

FNiagaraParamet...

 

UserParamBinding

A binding to the user ptr we're reading the mesh from (if we are).

Functions

Classes

Name

Description

Public struct

FCachedSocketInfo

Name of all the sockets we use.

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