Module |
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Header |
/Engine/Source/Runtime/Engine/Public/Rendering/SkeletalMeshRenderData.h |
Include |
#include "Rendering/SkeletalMeshRenderData.h" |
class FSkeletalMeshRenderData
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bReadyForStreaming |
True if rhi resources are initialized |
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bSupportRayTracing |
Whether ray tracing acceleration structures should be created for this mesh. |
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CurrentFirstLODIdx |
[RenderThread] Index of the most detailed valid LOD. |
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DerivedDataKey |
The derived data key associated with this render data. |
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LODBiasModifier |
Runtime LOD bias modifier for this skeletal mesh |
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TIndirectArray<... |
LODRenderData |
Per-LOD render data. |
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TUniquePtr< cla... |
NextCachedRenderData |
The next cached derived data in the list. |
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NumInlinedLODs |
Const after serialization. |
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NumNonOptionalLODs |
Const after serialization. |
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PendingFirstLODIdx |
[GameThread/RenderThread] Future value of CurrentFirstLODIdx. |
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UVChannelDataPerMaterial |
UV data used for streaming accuracy debug view modes. In sync for rendering thread |
Name | Description | |
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FSkeletalMeshRenderData() |
Name | Description | |
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~FSkeletalMeshRenderData() |
Name | Description | ||
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Cache ( |
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GetDerivedDataKey ( |
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GetFirstValidLODIdx ( |
Return first valid LOD index starting at MinLODIdx. |
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GetMaxBonesPerSection ( |
Computes the maximum number of bones per section used to render this mesh starting at MinLODIdx. |
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GetMaxBonesPerSection() |
Computes the maximum number of bones per section used to render this mesh. |
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GetNumBoneInfluences ( |
Returns the number of bone influences per vertex starting at MinLODIdx. |
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GetNumBoneInfluences() |
Returns the number of bone influences per vertex. |
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const FSkele... |
GetPendingFirstLOD ( |
Return the pending first LOD that can be used for rendering starting at MinLODIdx. |
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GetPendingFirstLODIdx ( |
Return the pending first LODIdx that can be used. |
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GetResourceSizeEx ( |
Return the resource size |
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InitResources ( |
Initializes rendering resources. |
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IsInitialized() |
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ReleaseResources() |
Releases rendering resources. |
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RequiresCPUSkinning ( |
Returns true if this resource must be skinned on the CPU for the given feature level. |
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RequiresCPUSkinning ( |
Returns true if this resource must be skinned on the CPU for the given feature level starting at MinLODIdx |
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Serialize ( |
Serialize to/from the specified archive.. |
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SyncUVChannelData ( |