FSkeletalMeshSceneProxy::GetDynamicMeshElements

Gathers the primitive's dynamic mesh elements.

Windows
MacOS
Linux

Override Hierarchy

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Public/SkeletalMeshTypes.h

Include

#include "SkeletalMeshTypes.h"

Source

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

Syntax

virtual void GetDynamicMeshElements
(
    const TArray< const FSceneView * > & Views,
    const FSceneViewFamily & ViewFamily,
    uint32 VisibilityMap,
    FMeshElementCollector & Collector
) const

Remarks

Gathers the primitive's dynamic mesh elements. This will only be called if GetViewRelevance declares dynamic relevance. This is called from the rendering thread for each set of views that might be rendered. Game thread state like UObjects must have their properties mirrored on the proxy to avoid race conditions. The rendering thread must not dereference UObjects. The gathered mesh elements will be used multiple times, any memory referenced must last as long as the Collector (eg no stack memory should be referenced). This function should not modify the proxy but simply collect a description of things to render. Updates to the proxy need to be pushed from game thread or external events.

Parameters

Parameter

Description

Views

the array of views to consider. These may not exist in the ViewFamily.

ViewFamily

the view family, for convenience

VisibilityMap

a bit representing this proxy's visibility in the Views array

Collector

gathers the mesh elements to be rendered and provides mechanisms for temporary allocations

Select Skin
Light
Dark

Welcome to the new Unreal Engine 4 Documentation site!

We're working on lots of new features including a feedback system so you can tell us how we are doing. It's not quite ready for use in the wild yet, so head over to the Documentation Feedback forum to tell us about this page or call out any issues you are encountering in the meantime.

We'll be sure to let you know when the new system is up and running.

Post Feedback