FSkeletalMeshLODModel

All data to define a certain LOD model for a skeletal mesh.

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MacOS
Linux

References

Module

Engine

Header

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

Include

#include "Rendering/SkeletalMeshLODModel.h"

Syntax

class FSkeletalMeshLODModel

Remarks

All data to define a certain LOD model for a skeletal mesh.

Variables

Name Description

Public variable

TArray< FBoneIn...

 

ActiveBoneIndices

Bone hierarchy subset active for this LOD.

Public variable

bool

 

bIsBuildDataAvailable

Public variable

bool

 

bIsRawSkeletalMeshBulkDataEmpty

Public variable

FString

 

BuildStringID

Temporary build String ID We use this string to store the LOD model data so we can know if the LOD need to be rebuild This GUID is set when we Cache the render data (build function)

Public variable

TArray< uint32 ...

 

IndexBuffer

Index buffer, covering all sections

Public variable

FWordBulkData

 

LegacyRawPointIndices

Public variable

int32

 

MaxImportVertex

The max index in MeshToImportVertexMap, ie. the number of imported (raw) verts.

Public variable

TArray< int32 >

 

MeshToImportVertexMap

Mapping from final mesh vertex index to raw import vertex index.

Public variable

uint32

 

NumTexCoords

The number of unique texture coordinate sets in this lod

Public variable

uint32

 

NumVertices

Public variable

FIntBulkData

 

RawPointIndices

Editor only data: array of the original point (wedge) indices for each of the vertices in a FSkeletalMeshLODModel

Public variable

FString

 

RawSkeletalMeshBulkDataID

This ID is use to create the DDC key, it must be set when we save the FRawSkeletalMeshBulkData.

Public variable

TArray< FBoneIn...

 

RequiredBones

Bones that should be updated when rendering this LOD.

Public variable

TArray< FSkelMe...

 

Sections

Sections.

Public variable

TMap< FName, FI...

 

SkinWeightProfiles

Set of skin weight profile, identified by a FName which matches [FSkinWeightProfileInfo.Name](API\Runtime\Engine\Animation\FSkinWeightProfileInfo\Name) in the owning Skeletal Mesh

Public variable

TMap< int32, FS...

 

UserSectionsData

When user change section data in the UI, we store it here to be able to regenerate the changes

Constructors

Name Description

Public function

FSkeletalMeshLODModel()

Constructor (default)

Destructors

Name Description

Public function

~FSkeletalMeshLODModel()

Functions

Name Description

Public function Static

void

 

CopyStructure

(
    FSkeletalMeshLODModel* Destina...,
    const FSkeletalMeshLODModel* S...
)

Copy one structure to the other, make sure all bulk data is unlock and the data can be read before copying.

Public function Static

FSkeletalMes...

 

CreateCopy

(
    const FSkeletalMeshLODModel* O...
)

Create a new FSkeletalMeshLODModel on the heap.

Public function Const

bool

 

DoSectionsUse16BitBoneIndex()

Public function

void

 

Empty()

Empty the skeletal mesh LOD model.

Public function Const

void

 

GetClothMappingData

(
    TArray< FMeshToMeshVertData >& Map...,
    TArray< uint64 >& OutClothIndexMap...
)

Fill array with APEX cloth mapping data.

Public function Const

FString

 

GetLODModelDeriveDataKey()

Build a derive data key with the user section data (UserSectionsData) and the original bulk data

Public function Const

int32

 

GetMaxBoneInfluences()

Public function Const

void

 

GetNonClothVertices

(
    TArray< FSoftSkinVertex >& OutVert...
)

Similar to GetVertices but ignores vertices from clothing sections to avoid getting duplicate vertices from clothing sections if not needed

Public function Const

int32

 

GetNumNonClothingVertices()

Public function Const

void

 

GetResourceSizeEx

(
    FResourceSizeEx& CumulativeResourc...
)

Public function Const

void

 

GetSectionFromVertexIndex

(
    int32 InVertIndex,
    int32& OutSectionIndex,
    int32& OutVertIndex
)

Utility for finding the section that a particular vertex is in.

Public function Const

void

 

GetVertices

(
    TArray< FSoftSkinVertex >& Vertice...
)

Fill array with vertex position and tangent data from skel mesh chunks.

Public function Const

bool

 

HasClothData()

Public function Const

int32

 

NumNonClothingSections()

Public function

void

 

Serialize

(
    FArchive& Ar,
    UObject* Owner,
    int32 Idx
)

Special serialize function passing the owning UObject along as required by FUnytpedBulkData serialization.

Public function

void

 

SyncronizeUserSectionsDataArray

(
    bool bResetNonUsedSection
)

Make sure user section data is present for every original sections

Public function

void

 

UpdateChunkedSectionInfo

(
    const FString& SkeletalMeshName
)

This function will update the chunked information for each section.

Deprecated Variables

Name Description

Public variable

FRawSkeletalMes...

 

RawSkeletalMeshBulkData_DEPRECATED

Imported raw mesh data.

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