FNDIStaticMesh_InstanceData

Windows
MacOS
Linux

References

Module

Niagara

Header

/Engine/Plugins/FX/Niagara/Source/Niagara/Classes/NiagaraDataInterfaceStaticMesh.h

Include

#include "NiagaraDataInterfaceStaticMesh.h"

Syntax

struct FNDIStaticMesh_InstanceData

Variables

Name Description

Public variable

uint32: 1

 

bComponentValid

True if SceneComponent was valid on initialization (used to track invalidation of the component on tick)

Public variable

uint32: 1

 

bIsCpuUniformlyDistributedSampling

True if the mesh we're using allows area weighted sampling on CPU.

Public variable

uint32: 1

 

bIsGpuUniformlyDistributedSampling

True if the mesh we're using allows area weighted sampling on GPU.

Public variable

uint32: 1

 

bMeshAllowsCpuAccess

True if the mesh allows CPU access. Use to reset the instance in the editor

Public variable

uint32: 1

 

bMeshValid

True if StaticMesh was valid on initialization (used to track invalidation of the mesh on tick)

Public variable

uint32: 1

 

bUsePhysicsVelocity

True if velocity should not be calculated via the transforms, but rather read the physics data from the mesh component

Public variable

int32

 

CachedLODIdx

The cached LODIdx used to initialize the FNDIStaticMesh_InstanceData.

Public variable

TArray< FTransf...

 

CachedSockets

Cached socket information, if available

Public variable

uint32

 

ChangeId

Cached change id off of the data interface.

Public variable

float

 

DeltaSeconds

Time separating Transform and PrevTransform.

Public variable

TSharedPtr< str...

 

DynamicVertexColorSampler

Allows sampling of the mesh's tris based on a dynamic color range.

Public variable

TArray< uint16 ...

 

FilteredAndUnfilteredSockets

Filter sockets followed by unfiltered sockets

Public variable

int32

 

MinLOD

The MinLOD, see UStaticMesh::MinLOD which is platform specific.

Public variable

int32

 

NumFilteredSockets

Number of filtered sockets.

Public variable

FVector

 

PhysicsVelocity

Velocity set by the physics body of the mesh component

Public variable

FQuat

 

PrevRotation

Cached Previous Rotation.

Public variable

FMatrix

 

PrevTransform

Cached ComponentToWorld from previous tick.

Public variable

FQuat

 

Rotation

Cached Rotation.

Public variable

FStaticMeshFilt...

 

Sampler

Area weighted sampler for the valid sections.

Public variable

TWeakObjectPtr<...

 

SceneComponent

Cached ptr to StaticMeshComponent we sample from, when found.

Public variable

TWeakObjectPtr<...

 

StaticMesh

Cached ptr to the mesh so that we can make sure that we haven't been deleted.

Public variable

FMatrix

 

Transform

Cached ComponentToWorld. (Falls back to WorldTransform of the system instance)

Public variable

FMatrix

 

TransformInverseTransposed

InverseTranspose of above for transforming normals/tangents.

Public variable

TArray< int32 >

 

ValidSections

Cached results of this filter being applied to the owning mesh.

Functions

Help shape the future of Unreal Engine documentation! Tell us how we're doing so we can serve you better.
Take our survey
Dismiss