FSkeletalMeshRenderData

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MacOS
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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

TIndirectArray<...

 

LODRenderData

Per-LOD render data.

Public variable

TArray< FMeshUV...

 

UVChannelDataPerMaterial

UV data used for streaming accuracy debug view modes. In sync for rendering thread

Functions

Name Description

Public function

void

 

Cache

(
    USkeletalMesh* Owner
)

Public function Const

int32

 

GetMaxBonesPerSection()

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

Public function

void

 

GetResourceSizeEx

(
    FResourceSizeEx& CumulativeResourc...
)

Return the resource size

Public function Const

bool

 

HasExtraBoneInfluences()

Returns true if there are more than MAX_INFLUENCES_PER_STREAM influences per vertex.

Public function

void

 

InitResources

(
    bool bNeedsVertexColors,
    TArray< UMorphTarget* >& InMo...
)

Initializes rendering resources.

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

void

 

Serialize

(
    FArchive& Ar,
    USkeletalMesh* Owner
)

Serialize to/from the specified archive..

Public function

void

 

SyncUVChannelData

(
    const TArray< FSkeletalMaterial >&...
)

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