Rendering

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Classes

Name

Description

Public struct

FBone

Raw data bone.

Public class

FColorVertexBuffer

A vertex buffer of colors.

Public struct

FCompareIndexAndZ

Sorting function for vertex Z/index pairs.

Public class

FDummySkeletalMeshVertexBuffer

Vertex buffer with static lod chunk vertices for use with GPU skinning

Public class

FDuplicatedVerticesBuffer

Public struct

FIndexAndZ

Helper struct for building acceleration structures.

Public struct

FIndexLengthPair

Public struct

FJointPos

A bone: an orientation, and a position, all relative to their parent.

Public struct

FMaterial

Raw data material.

Public struct

FMeshFace

Public struct

FMeshWedge

Public class

FMorphTargetVertexInfoBuffers

Public class

FMultiSizeIndexContainer

Skeletal mesh index buffers are 16 bit by default and 32 bit when called for.

Public struct

FMultiSizeIndexContainerData

Public class

FOctreeQueryHelper

Public struct

FPoint

Points: regular FVectors (for now..)

Public struct

FPositionVertex

A vertex that stores just position.

Public class

FPositionVertexBuffer

A vertex buffer of positions.

Public struct

FRawBoneInfluence

Raw data bone influence.

Public class

FRawSkeletalMeshBulkData

Bulk data storage for raw meshes.

Public struct

FReductionBaseSkeletalMeshBulkData

Bulk data storage for raw ImportModel.

Public struct

FReductionSkeletalMeshData

Public class

FSkeletalMeshImportData

Container and importer for skeletal mesh (FBX file) data

Public class

FSkeletalMeshLODModel

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

Public class

FSkeletalMeshLODRenderData

Public class

FSkeletalMeshModel

Imported resources for a skeletal mesh.

Public class

FSkeletalMeshRenderData

Public class

FSkeletalMeshVertexClothBuffer

A vertex buffer for holding skeletal mesh clothing information only.

Public class

FSkeletalMeshVertexDataInterface

An interface to the skel-mesh vertex data storage type.

Public struct

FSkelMeshRenderSection

Public struct

FSkelMeshSection

A set of skeletal mesh triangles which use the same material

Public class

FSkinWeightVertexBuffer

A vertex buffer for skin weights.

Public class

FSkinWeightVertexData

The implementation of the skin weight vertex data storage type.

Public struct

FSoftSkinVertex

FSoftSkinVertex

Public class

FStaticMeshVertexBuffer

Vertex buffer for a static mesh LOD

Public class

FStaticMeshVertexDataInterface

An interface to the static-mesh vertex data storage type.

Public struct

FTriangle

Textured triangle.

Public struct

FVertex

Vertex with texturing info, akin to Hoppe's 'Wedge' concept - import only.

Public struct

FVertInfluence

Public struct

FWedgeInfo

Public struct

FWedgeInfoOctreeSemantics

Helper struct for the mesh component vert position octree

Public struct

FWedgePosition

Public struct

TGPUSkinVertexBase

Base vertex data for GPU skinned skeletal meshes make sure to update GpuSkinCacheCommon.usf if the member sizes/order change!

Public struct

TGPUSkinVertexFloat16Uvs

16 bit UV version of skeletal mesh vertex make sure to update GpuSkinCacheCommon.usf if the member sizes/order change!

Public struct

TGPUSkinVertexFloat32Uvs

32 bit UV version of skeletal mesh vertex make sure to update GpuSkinCacheCommon.usf if the member sizes/order change!

Public class

TSkeletalMeshVertexData

The implementation of the skeletal mesh vertex data storage type.

Public struct

TSkinWeightInfo

Struct for storing skin weight info in vertex buffer

Public struct

TStaticMeshVertexTangentDatum

Public struct

TStaticMeshVertexTangentTypeSelector

Public struct

TStaticMeshVertexUVsDatum

Public struct

TStaticMeshVertexUVsTypeSelector

Constants

Name

Description

RAW_SKELETAL_MESH_BULKDATA_LIC_VER

Serialization of raw meshes uses its own versioning scheme because it is stored in bulk data.

RAW_SKELETAL_MESH_BULKDATA_LIC_VER_INITIAL

Serialization of raw meshes uses its own versioning scheme because it is stored in bulk data.

RAW_SKELETAL_MESH_BULKDATA_LIC_VER_PLUS_ONE

Serialization of raw meshes uses its own versioning scheme because it is stored in bulk data.

RAW_SKELETAL_MESH_BULKDATA_VER

Serialization of raw meshes uses its own versioning scheme because it is stored in bulk data.

RAW_SKELETAL_MESH_BULKDATA_VER_INITIAL

Serialization of raw meshes uses its own versioning scheme because it is stored in bulk data.

RAW_SKELETAL_MESH_BULKDATA_VER_PLUS_ONE

Serialization of raw meshes uses its own versioning scheme because it is stored in bulk data.

REDUCTION_BASE_SK_DATA_BULKDATA_LIC_VER

Serialization of raw meshes uses its own versioning scheme because it is stored in bulk data.

REDUCTION_BASE_SK_DATA_BULKDATA_LIC_VER_INITIAL

Serialization of raw meshes uses its own versioning scheme because it is stored in bulk data.

REDUCTION_BASE_SK_DATA_BULKDATA_LIC_VER_PLUS_ONE

Serialization of raw meshes uses its own versioning scheme because it is stored in bulk data.

REDUCTION_BASE_SK_DATA_BULKDATA_VER

Serialization of raw meshes uses its own versioning scheme because it is stored in bulk data.

REDUCTION_BASE_SK_DATA_BULKDATA_VER_INITIAL

Serialization of raw meshes uses its own versioning scheme because it is stored in bulk data.

REDUCTION_BASE_SK_DATA_BULKDATA_VER_PLUS_ONE

Serialization of raw meshes uses its own versioning scheme because it is stored in bulk data.

Typedefs

Name

Description

TWedgeInfoPosOctree

Enums

Functions

Name Description

Public function

 

ENUM_CLASS_FLAGS

(
    EResizeBufferFlags
)

Public function

bool

 

FWedgePositionHelper::PointsEqual

(
    const FVector& V1,
    const FVector& V2,
    float ComparisonThreshold
)

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