Module |
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Header |
/Engine/Source/Runtime/Engine/Public/Rendering/SkeletalMeshRenderData.h |
Include |
#include "Rendering/SkeletalMeshRenderData.h" |
class FSkeletalMeshRenderData
Name | Description | ||
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bReadyForStreaming |
True if rhi resources are initialized |
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CurrentFirstLODIdx |
[RenderThread] Index of the most detailed valid LOD. |
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TIndirectArray<... |
LODRenderData |
Per-LOD render data. |
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NumInlinedLODs |
Const after serialization. |
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NumOptionalLODs |
Const after serialization. |
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PendingFirstLODIdx |
[GameThread/RenderThread] Future value of CurrentFirstLODIdx. |
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UVChannelDataPerMaterial |
UV data used for streaming accuracy debug view modes. In sync for rendering thread |
Name | Description | |
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FSkeletalMeshRenderData() |
Name | Description | ||
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Cache ( |
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GetCurrentFirstLODIdx ( |
Return the current first LODIdx that can be used. |
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GetFirstValidLODIdx ( |
Return first valid LOD index starting at MinLODIdx. |
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GetMaxBonesPerSection() |
Computes the maximum number of bones per section used to render this mesh. |
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GetNumBoneInfluences() |
Returns the number of bone influences per vertex. |
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GetResourceSizeEx ( |
Return the resource size |
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InitResources ( |
Initializes rendering resources. |
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ReleaseResources() |
Releases rendering resources. |
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RequiresCPUSkinning ( |
Returns true if this resource must be skinned on the CPU for the given feature level. |
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Serialize ( |
Serialize to/from the specified archive.. |
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SyncUVChannelData ( |