FRawSkeletalMeshBulkData

Bulk data storage for raw meshes.

Windows
MacOS
Linux

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Public/Rendering/SkeletalMeshLODImporterData.h

Include

#include "Rendering/SkeletalMeshLODImporterData.h"

Syntax

class FRawSkeletalMeshBulkData

Remarks

Bulk data storage for raw meshes.

Variables

Name Description

Public variable

ESkeletalMeshGe...

 

GeoImportVersion

The last geo imported version, we use this flag to know if we have some data or not.

Public variable

ESkeletalMeshSk...

 

SkinningImportVersion

The last skinning imported version, we use this flag to know if we have some data or not.

Constructors

Name Description

Public function

FRawSkeletalMeshBulkData()

Default constructor.

Functions

Name Description

Public function

void

 

EmptyBulkData()

Empty the bulk data.

Public function

FByteBulkDat...

 

GetBulkData()

Public function Const

FString

 

GetIdString()

Retrieve a string uniquely identifying the contents of this bulk data.

Public function Const

bool

 

IsBuildDataAvailable()

Returns true if the last import version is enough to use the new build system.

Public function Const

bool

 

IsEmpty()

Returns true if no bulk data is available for this mesh.

Public function

void

 

LoadRawMesh

(
    FSkeletalMeshImportData& OutMesh
)

Load the raw mesh from bulk data.

Public function

void

 

SaveRawMesh

(
    FSkeletalMeshImportData& InMesh
)

Store a new raw mesh in the bulk data.

Public function

void

 

Serialize

(
    FArchive& Ar,
    UObject* Owner
)

Serialization.

Public function Static

void

 

Serialize

(
    FArchive& Ar,
    TArray< TSharedRef< FRawSkeletalMes...,
    UObject* Owner
)

Static function helper to serialize an array of Raw source data.

Public function

void

 

UseHashAsGuid

(
    UObject* Owner
)

Uses a hash as the GUID, useful to prevent creating new GUIDs on load for legacy assets.

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