FStaticMeshRenderData

Syntax

class FStaticMeshRenderData

Remarks

FStaticMeshRenderData - All data needed to render a static mesh.

Variables

Name Description

Public variable

bool

 

bLODsShareStaticLighting

True if LODs share static lighting data.

Public variable

FBoxSphereBound ...

 

Bounds

Bounds of the renderable mesh.

Public variable

FString

 

DerivedDataKey

The derived data key associated with this render data.

Public variable

TIndirectArray <...

 

LODResources

Per-LOD resources.

Public variable

TIndirectArray <...

 

LODVertexFactories

Public variable

TArray < int32 >

 

MaterialIndexToImportIndex

Map of material index -> original material index at import time.

Public variable

TUniquePtr < cla...

 

NextCachedRenderData

The next cached derived data in the list.

Public variable

FPerPlatformFlo ...

 

ScreenSize

Screen size to switch LODs

Public variable

TArray < FMeshUV ...

 

UVChannelDataPerMaterial

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

Public variable

TArray < int32 >

 

WedgeMap

Map of wedge index to vertex index.

Constructors

Name Description

Public function

FStaticMeshRenderData()

Default constructor.

Functions

Name Description

Public function

void

 

AllocateLODResources

(
    int32 NumLODs
)

Allocate LOD resources.

Public function

void

 

BuildAreaWeighedSamplingData()

Public function

void

 

Cache

(
    UStaticMesh * Owner,
    const FStaticMeshLODSettings & LODS...
)

Cache derived renderable data for the static mesh with the provided level of detail settings.

Public function

void

 

ComputeUVDensities()

Update LOD-SECTION uv densities.

Public function Const

void

 

GetResourceSizeEx

(
    FResourceSizeEx & CumulativeResourc...
)

Compute the size of this resource.

Public function

void

 

InitResources

(
    ERHIFeatureLevel::Type InFeatureLev...,
    UStaticMesh * Owner
)

Initialize the render resources.

Public function

bool

 

IsInitialized()

Public function

void

 

ReleaseResources()

Releases the render resources.

Public function

void

 

ResolveSectionInfo

(
    UStaticMesh * Owner
)

Resolve all per-section settings.

Public function

void

 

Serialize

(
    FArchive & Ar,
    UStaticMesh * Owner,
    bool bCooked
)

Serialization.

Public function

void

 

SyncUVChannelData

(
    const TArray < FStaticMaterial >& O...
)

References

Module

Engine

Header

Runtime/Engine/Public/StaticMeshResources.h