FSkeletalMeshRenderData

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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

bool

 

bSupportRayTracing

Whether ray tracing acceleration structures should be created for this mesh.

Public variable

uint8

 

CurrentFirstLODIdx

[RenderThread] Index of the most detailed valid LOD.

Public variable

FString

 

DerivedDataKey

The derived data key associated with this render data.

Public variable

uint8

 

LODBiasModifier

Runtime LOD bias modifier for this skeletal mesh

Public variable

TIndirectArray<...

 

LODRenderData

Per-LOD render data.

Public variable

TUniquePtr< cla...

 

NextCachedRenderData

The next cached derived data in the list.

Public variable

uint8

 

NumInlinedLODs

Const after serialization.

Public variable

uint8

 

NumNonOptionalLODs

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()

Destructors

Name Description

Public function

~FSkeletalMeshRenderData()

Functions

Name Description

Public function

void

 

Cache

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

Public function

FString

 

GetDerivedDataKey

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

Public function Const

int32

 

GetFirstValidLODIdx

(
    int32 MinLODIdx
)

Return first valid LOD index starting at MinLODIdx.

Public function Const

int32

 

GetMaxBonesPerSection

(
    int32 MinLODIdx
)

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

(
    int32 MinLODIdx
)

Returns the number of bone influences per vertex starting at MinLODIdx.

Public function Const

uint32

 

GetNumBoneInfluences()

Returns the number of bone influences per vertex.

Public function Const

const FSkele...

 

GetPendingFirstLOD

(
    int32 MinLODIdx
)

Return the pending first LOD that can be used for rendering starting at MinLODIdx.

Public function Const

int32

 

GetPendingFirstLODIdx

(
    int32 MinLODIdx
)

Return the pending first LODIdx that can be used.

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 Const

bool

 

IsInitialized()

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 Const

bool

 

RequiresCPUSkinning

(
    ERHIFeatureLevel::Type FeatureLevel,
    int32 MinLODIdx
)

Returns true if this resource must be skinned on the CPU for the given feature level starting at MinLODIdx

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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