USkeletalMesh::LoadLODImportedData

[USkeletalMeshEditorData](API\Runtime\Engine\Engine\USkeletalMeshEditorData) public skeletalmesh API We do not want skeletal mesh client to use directly the asset(function GetMeshEditorData) We have to maintain some sync between the LODModels and the asset to avoid loading the asset when building the DDC key.

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References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Classes/Engine/SkeletalMesh.h

Include

#include "Engine/SkeletalMesh.h"

Source

/Engine/Source/Runtime/Engine/Private/SkeletalMesh.cpp

Syntax

void LoadLODImportedData
(
    const int32 LODIndex,
    FSkeletalMeshImportData & OutMesh
) const

Remarks

USkeletalMeshEditorData public skeletalmesh API We do not want skeletal mesh client to use directly the asset(function GetMeshEditorData) We have to maintain some sync between the LODModels and the asset to avoid loading the asset when building the DDC key. That is why the asset accessor are private. the data we keep in sync in the LODModels is: IsLODImportedDataBuildAvailable IsLODImportedDataEmpty Raw mesh data DDC string ID, there is no API to retrieve it, since only the LODModels need this value Fill the OutMesh with the imported data

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