| FPrimitiveSceneProxy
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Module |
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Header |
/Engine/Source/Runtime/Engine/Public/SkeletalMeshTypes.h |
Include |
#include "SkeletalMeshTypes.h" |
class FSkeletalMeshSceneProxy : public FPrimitiveSceneProxy
A skeletal mesh component scene proxy.
Name | Description | ||
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uint8: 1 |
bCanHighlightSelectedSections |
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uint8: 1 |
bDrawDebugSkeleton |
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uint8: 1 |
bForceWireframe |
Data copied for rendering |
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uint8: 1 |
bIsCPUSkinned |
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bMaterialsNeedMorphUsage_GameThread |
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uint8: 1 |
bRenderStatic |
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DebugDrawColor |
The color we draw this component in if drawing debug bones |
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TEnumAsByte< ER... |
FeatureLevel |
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LODSections |
Array of section elements for each LOD |
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MaterialRelevance |
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MaterialsInUse_GameThread |
Set of materials used by this scene proxy, safe to access from the game thread. |
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MeshObject |
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AActor * |
Owner |
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UPhysicsAsset &... |
PhysicsAssetForDebug |
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PreSkinnedLocalBounds |
The primitive's pre-skinned local space bounds. |
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ShadowCapsuleBoneIndices |
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ShadowCapsuleData |
BoneIndex->capsule pairs used for rendering sphere/capsule shadows Note that these are in refpose component space, NOT bone space. |
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const USkeletal... |
SkeletalMeshForDebug |
The points to the skeletal mesh and physics assets are purely for debug purposes. |
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SkeletalMeshRenderData |
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float |
StreamingDistanceMultiplier |
The component streaming distance multiplier |
Name | Description | |
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FSkeletalMeshSceneProxy ( |
Constructor. |
Name | Description | ||
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DebugDrawPhysicsAsset ( |
Render physics asset for debug display |
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DebugDrawSkeleton ( |
Render the bones of the skeleton for debug display |
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GetAllocatedSize() |
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GetCurrentFirstLODIdx_Internal() |
Only call on render thread timeline |
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GetCurrentLODIndex() |
Util for getting LOD index currently used by this SceneProxy. |
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GetDynamicElementsSection ( |
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GetMaterialTextureScales ( |
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GetMeshElementsConditionallySelectable ( |
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const TArray... |
GetMeshObjectReferenceToLocalMatrices() |
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const TIndir... |
GetSkeletalMeshRenderDataLOD() |
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const TArray... |
GetSortedShadowBoneIndices() |
Returns a pre-sorted list of shadow capsules's bone indicies |
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GetWorldMatrices |
Returns the world transform to use for drawing. Returns the world transform to use for drawing. |
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UpdateMorphMaterialUsage_GameThread ( |
Updates morph material usage for materials referenced by each LOD entry |
Name | Description | ||
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CanBeOccluded() |
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HHitProxy &#... |
CreateHitProxies ( |
Creates the hit proxies are used when DrawDynamicElements is called. Called in the game thread. |
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DrawStaticElements |
Draws the primitive's static elements. |
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GetCurrentFirstLODIdx_RenderThread() |
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GetDynamicMeshElements ( |
Gathers the primitive's dynamic mesh elements. |
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GetMemoryFootprint() |
Every derived class should override these functions |
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GetMeshUVDensities |
Get mesh UV density for a LOD-section. |
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GetPreSkinnedLocalBounds ( |
Return the bounds for the pre-skinned primitive in local space |
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GetPrimitiveDistance |
Get primitive distance to view origin for a given LOD-section. |
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GetShadowShapes ( |
Gathers shadow shapes from this proxy. |
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GetTypeHash() |
Return a type (or subtype) specific hash for sorting purposes |
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FPrimitiveVi... |
GetViewRelevance ( |
Relevance is always dynamic for skel meshes unless they are disabled |
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HasDynamicIndirectShadowCasterRepresentation() |
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IsUsingDistanceCullFade() |
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OnTransformChanged() |
Called to notify the proxy when its transform has been updated. |
Name |
Description |
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FLODSectionElements |
Section elements for a particular LOD |
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FSectionElementInfo |
Info for section element in an LOD |