FSkeletalMeshRenderData

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MacOS
Linux

References

Module

Engine

Header

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

Include

#include "Rendering/SkeletalMeshRenderData.h"

Syntax

class FSkeletalMeshRenderData

Variables

Name Description

Public variable

bool

 

bReadyForStreaming

True if rhi resources are initialized

Public variable

uint8

 

CurrentFirstLODIdx

[RenderThread] Index of the most detailed valid LOD.

Public variable

TIndirectArray<...

 

LODRenderData

Per-LOD render data.

Public variable

uint8

 

NumInlinedLODs

Const after serialization.

Public variable

uint8

 

NumOptionalLODs

Const after serialization.

Public variable

uint8

 

PendingFirstLODIdx

[GameThread/RenderThread] Future value of CurrentFirstLODIdx.

Public variable

TArray< FMeshUV...

 

UVChannelDataPerMaterial

UV data used for streaming accuracy debug view modes. In sync for rendering thread

Constructors

Name Description

Public function

FSkeletalMeshRenderData()

Functions

Name Description

Public function

void

 

Cache

(
    const ITargetPlatform* TargetP...,
    USkeletalMesh* Owner
)

Public function Const

int32

 

GetCurrentFirstLODIdx

(
    int32 MinLODIdx
)

Return the current first LODIdx that can be used.

Public function Const

int32

 

GetFirstValidLODIdx

(
    int32 MinLODIdx
)

Return first valid LOD index starting at MinLODIdx.

Public function Const

int32

 

GetMaxBonesPerSection()

Computes the maximum number of bones per section used to render this mesh.

Public function Const

uint32

 

GetNumBoneInfluences()

Returns the number of bone influences per vertex.

Public function

void

 

GetResourceSizeEx

(
    FResourceSizeEx& CumulativeResourc...
)

Return the resource size

Public function

void

 

InitResources

(
    bool bNeedsVertexColors,
    TArray< UMorphTarget* >& InMo...,
    USkeletalMesh* Owner
)

Initializes rendering resources.

Public function

void

 

ReleaseResources()

Releases rendering resources.

Public function Const

bool

 

RequiresCPUSkinning

(
    ERHIFeatureLevel::Type FeatureLevel
)

Returns true if this resource must be skinned on the CPU for the given feature level.

Public function

void

 

Serialize

(
    FArchive& Ar,
    USkeletalMesh* Owner
)

Serialize to/from the specified archive..

Public function

void

 

SyncUVChannelData

(
    const TArray< FSkeletalMaterial >&...
)

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