Module |
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Header |
/Engine/Source/Runtime/Engine/Public/Rendering/SkeletalMeshLODModel.h |
Include |
#include "Rendering/SkeletalMeshLODModel.h" |
class FSkeletalMeshLODModel
All data to define a certain LOD model for a skeletal mesh.
Name | Description | ||
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ActiveBoneIndices |
Bone hierarchy subset active for this LOD. |
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bIsBuildDataAvailable |
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bIsRawSkeletalMeshBulkDataEmpty |
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BuildStringID |
Temporary build String ID We use this string to store the LOD model data so we can know if the LOD need to be rebuild This GUID is set when we Cache the render data (build function) |
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IndexBuffer |
Index buffer, covering all sections |
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LegacyRawPointIndices |
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MaxImportVertex |
The max index in MeshToImportVertexMap, ie. the number of imported (raw) verts. |
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MeshToImportVertexMap |
Mapping from final mesh vertex index to raw import vertex index. |
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NumTexCoords |
The number of unique texture coordinate sets in this lod |
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NumVertices |
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RawPointIndices |
Editor only data: array of the original point (wedge) indices for each of the vertices in a FSkeletalMeshLODModel |
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RawSkeletalMeshBulkDataID |
This ID is use to create the DDC key, it must be set when we save the FRawSkeletalMeshBulkData. |
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RequiredBones |
Bones that should be updated when rendering this LOD. |
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Sections |
Sections. |
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SkinWeightProfiles |
Set of skin weight profile, identified by a FName which matches [FSkinWeightProfileInfo.Name](API\Runtime\Engine\Animation\FSkinWeightProfileInfo\Name) in the owning Skeletal Mesh |
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UserSectionsData |
When user change section data in the UI, we store it here to be able to regenerate the changes Note: the key (int32) is the original imported section data, because of BONE chunk the size of this array is not the same as the Sections array. |
Name | Description | |
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FSkeletalMeshLODModel() |
Constructor (default) |
Name | Description | |
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~FSkeletalMeshLODModel() |
Name | Description | ||
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CopyStructure ( |
Copy one structure to the other, make sure all bulk data is unlock and the data can be read before copying. |
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FSkeletalMes... |
CreateCopy ( |
Create a new FSkeletalMeshLODModel on the heap. |
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DoSectionsUse16BitBoneIndex() |
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Empty() |
Empty the skeletal mesh LOD model. |
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GetClothMappingData ( |
Fill array with APEX cloth mapping data. |
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GetLODModelDeriveDataKey() |
Build a derive data key with the user section data (UserSectionsData) and the original bulk data |
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GetMaxBoneInfluences() |
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GetNonClothVertices ( |
Similar to GetVertices but ignores vertices from clothing sections to avoid getting duplicate vertices from clothing sections if not needed |
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GetNumNonClothingVertices() |
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GetResourceSizeEx ( |
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GetSectionFromVertexIndex |
Utility for finding the section that a particular vertex is in. |
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GetVertices ( |
Fill array with vertex position and tangent data from skel mesh chunks. |
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HasClothData() |
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NumNonClothingSections() |
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Serialize |
Special serialize function passing the owning UObject along as required by FUnytpedBulkData serialization. |
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SyncronizeUserSectionsDataArray ( |
Make sure user section data is present for every original sections |
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UpdateChunkedSectionInfo |
This function will update the chunked information for each section. |
Name | Description | ||
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RawSkeletalMeshBulkData_DEPRECATED |
Imported raw mesh data. |