| FDeferredCleanupInterface
|
Module |
|
Header |
/Engine/Source/Runtime/Engine/Public/SkeletalRenderPublic.h |
Include |
#include "SkeletalRenderPublic.h" |
class FSkeletalMeshObject : public FDeferredCleanupInterface
Interface for mesh rendering data
Name | Description | ||
---|---|---|---|
|
bHasBeenUpdatedAtLeastOnce |
This is set to true when we have sent our Mesh data to the rendering thread at least once as it needs to have have a datastructure created there for each MeshObject |
|
|
bUsePerBoneMotionBlur |
If true, per-bone motion blur is enabled for this object. |
|
|
ComponentId |
Component ID to which belong this mesh object |
|
|
FeatureLevel |
Feature level to render for. |
|
|
LastFrameNumber |
Used to keep track of the first call to UpdateMinDesiredLODLevel each frame. |
|
|
LODInfo |
||
|
MaterialIndexPreview |
||
|
float |
MaxDistanceFactor |
High (best) DistanceFactor that was desired for rendering this SkeletalMesh last frame. |
|
MinDesiredLODLevel |
Lowest (best) LOD that was desired for rendering this SkeletalMesh last frame. |
|
|
SectionIndexPreview |
Index of the section to preview... If set to -1, all section will be rendered |
|
|
SelectedEditorMaterial |
The Material currently selected. need to remember this index for reimporting cloth |
|
|
SelectedEditorSection |
The section currently selected in the Editor. Used for highlighting |
|
|
ShadowCapsuleShapes |
||
|
SkeletalMeshLODInfo |
Per-LOD info. |
|
|
SkeletalMeshRenderData |
The skeletal mesh resource with which to render. |
|
|
FGPUSkinCacheEn... |
SkinCacheEntry |
|
|
StatId |
Used for dynamic stats |
|
|
float |
WorkingMaxDistanceFactor |
This frames max distance factor. |
|
WorkingMinDesiredLODLevel |
This frames min desired LOD level. |
Name | Description | |
---|---|---|
|
FSkeletalMeshObject ( |
Name | Description | |
---|---|---|
|
~FSkeletalMeshObject() |
Name | Description | ||
---|---|---|---|
|
CacheVertices |
Re-skin cached vertices for an LOD and update the vertex buffer. |
|
|
DrawVertexElements ( |
Draw Normals/Tangents based on skinned vertex data |
|
|
EnableOverlayRendering ( |
Enable blend weight rendering in the editor |
|
|
GetComponentId() |
Return the ID of the component to which the skeletal mesh object belongs to. |
|
|
GetComponentSpaceTransforms() |
Get the array of component-space bone transforms. |
|
|
ERHIFeatureL... |
GetFeatureLevel() |
Returns the feature level this FSkeletalMeshObject was created with |
|
GetLOD() |
Get the LOD to render this mesh at. |
|
|
const TArray... |
GetReferenceToLocalMatrices() |
Get the array of refpose->local matrices Not safe to hold this reference between frames, because it exists in dynamic data passed from main thread. |
|
const TArray... |
GetRenderSections ( |
List of sections to be rendered based on instance weight usage. |
|
GetResourceSizeEx ( |
Returns the size of memory allocated by render data |
|
|
float |
GetScreenSize ( |
Returns the display factor for the given LOD level |
|
FSkeletalMes... |
GetSkeletalMeshRenderData() |
Get the skeletal mesh resource for which this mesh object was created. |
|
const FVerte... |
GetSkinVertexFactory ( |
|
|
GetStatId() |
||
|
HaveValidDynamicData() |
Return true if this does have valid dynamic data to render |
|
|
InitLODInfos ( |
Initialize the array of LODInfo based on the settings of the current skel mesh component |
|
|
InitResources ( |
Initialize rendering resources for each LOD |
|
|
IsCPUSkinned() |
Returns true if this mesh performs skinning on the CPU. |
|
|
IsMaterialHidden |
Determine if the material section entry for an LOD is hidden or not |
|
|
PreGDMECallback ( |
Called by FSkeletalMeshObject prior to GDME. |
|
|
RefreshClothingTransforms |
Called to notify clothing data that component transform has changed |
|
|
ReleaseResources() |
Release rendering resources for each LOD |
|
|
SetHiddenMaterials |
Update the hidden material section flags for an LOD entry |
|
|
ShouldUsePerBoneMotionBlur() |
||
|
Update ( |
Called by the game thread for any dynamic data updates for this skel mesh object |
|
|
UpdateMinDesiredLODLevel ( |
Given a set of views, update the MinDesiredLODLevel member to indicate the minimum (ie best) LOD we would like to use to render this mesh. |
|
|
UpdateSkinWeightBuffer ( |
Will force re-evaluating which Skin Weight buffer should be used for skinning, determined by checking for any override weights or a skin weight profile being set. |
Name |
Description |
|
---|---|---|
|
FSkelMeshObjectLODInfo |
Setup for rendering a specific LOD entry of the component |