Module |
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Header |
/Engine/Plugins/FX/Niagara/Source/Niagara/Classes/NiagaraDataInterfaceSkeletalMesh.h |
Include |
#include "NiagaraDataInterfaceSkeletalMesh.h" |
struct FNDISkeletalMesh_InstanceData
Name | Description | ||
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bAllowCPUMeshDataAccess |
Flag to stub VM functions that rely on mesh data being accessible on the CPU |
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uint32: 1 |
bComponentValid |
True if SceneComponent was valid on initialization (used to track invalidation of the component on tick) |
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uint32: 1 |
bIsGpuUniformlyDistributedSampling |
True if the mesh we're using allows area weighted sampling on GPU. |
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uint32: 1 |
bMeshValid |
True if StaticMesh was valid on initialization (used to track invalidation of the mesh on tick) |
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bResetOnLODStreamedIn |
Whether to reset the emitter if any LOD get streamed in. |
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uint32: 1 |
bUnlimitedBoneInfluences |
True if the mesh we're using is to be rendered in unlimited bone influences mode. |
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TWeakObjectPtr<... |
CachedAttachParent |
Always reset the DI when the attach parent changes. |
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TRefCountPtr< c... |
CachedLODData |
The referenced LOD data, used to prevent streaming out LODs while they are being referenced |
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CachedLODIdx |
The cached LODIdx used to initialize the FNDIStaticMesh_InstanceData. |
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UObject * |
CachedUserParam |
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ChangeId |
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Connectivity |
Handle to connectivity data. |
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float |
DeltaSeconds |
Time separating Transform and PrevTransform. |
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ExcludedBoneIndex |
Excluded bone for some specific functions, generally the root bone which you don't want to include when picking a random bone. |
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FilteredAndUnfilteredBones |
Indices of the bones filtered by the user followed by the unfiltered bones, if this array is empty no filtering is in effect. |
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FilteredSocketBoneOffset |
Bone index of the first socket, sockets are appended to the end of the bone array |
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FilteredSocketInfo |
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TStaticArray< T... |
FilteredSocketTransforms |
Transforms for sockets. |
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FilteredSocketTransformsIndex |
Index into which socket transforms to use. |
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MeshGpuSpawnDynamicBuffers |
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MeshGpuSpawnStaticBuffers |
Extra mesh data upload to GPU. |
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const FSkinWeig... |
MeshSkinWeightBuffer |
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MeshSkinWeightIndexSizeByte |
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const FSkinWeig... |
MeshSkinWeightLookupBuffer |
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MeshWeightStrideByte |
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MinLODIdx |
The MinLOD applicable to the skeletal mesh, based on USkeletalMesh::MinLod which is platform specific. |
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NumFilteredBones |
Number of filtered bones in the array. |
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NumUnfilteredBones |
Number of unfiltered bones in the array. |
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PrevTransform |
Cached ComponentToWorld from previous tick. |
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SamplingRegionAreaWeightedSampler |
Additional sampler for if we need to do area weighting sampling across multiple area weighted regions. |
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SamplingRegionIndices |
Indices of all valid Sampling regions on the mesh to sample from. |
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TWeakObjectPtr<... |
SceneComponent |
Cached ptr to SkeletalMeshComponent we sample from, when found. |
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TWeakObjectPtr<... |
SkeletalMesh |
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SkinningData |
Handle to our skinning data. |
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Transform |
Cached ComponentToWorld of the mesh (falls back to WorldTransform of the system instance). |
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TransformInverseTransposed |
InverseTranspose of above for transforming normals/tangents. |
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UserParamBinding |
A binding to the user ptr we're reading the mesh from (if we are). |
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UvMapping |
Handle to our uv mapping data. |
Name | Description | ||
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const TArray... |
GetFilteredSocketsCurrBuffer() |
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const TArray... |
GetFilteredSocketsPrevBuffer() |
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GetFilteredSocketsWriteBuffer() |
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GetLODIndex() |
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const FSkinW... |
GetSkinWeights() |
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HasColorData() |
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Init ( |
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Release() |
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ResetRequired ( |
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Tick ( |
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UpdateFilteredSocketTransforms() |
Name |
Description |
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FCachedSocketInfo |
Name of all the sockets we use. |