FSkeletalMeshLODRenderData

Inheritance Hierarchy

FRefCountBase

FSkeletalMeshLODRenderData

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Public/Rendering/SkeletalMeshLODRenderData.h

Include

#include "Rendering/SkeletalMeshLODRenderData.h"

Syntax

class FSkeletalMeshLODRenderData : public FRefCountBase

Variables

Name Description

Public variable

TArray< FBoneIn...

 

ActiveBoneIndices

Public variable

uint32: 1

 

bIsLODOptional

Whether this LOD is below MinLod

Public variable

uint32: 1

 

bStreamedDataInlined

Whether buffers of this LOD is inlined (i.e. stored in .uexp instead of .ubulk)

Public variable

uint32

 

BuffersSize

Public variable

FByteBulkData

 

BulkData

Public variable

FSkeletalMeshVe...

 

ClothVertexBuffer

A buffer for cloth mesh-mesh mapping

Public variable

FMorphTargetVer...

 

MorphTargetVertexInfoBuffers

GPU friendly access data for MorphTargets for an LOD

Public variable

FMultiSizeIndex...

 

MultiSizeIndexContainer

Index Buffer (MultiSize: 16bit or 32bit)

Public variable

TArray< FSkelMe...

 

RenderSections

Info about each section of this LOD for rendering

Public variable

TArray< FBoneIn...

 

RequiredBones

Public variable

FSkinWeightProf...

 

SkinWeightProfilesData

Skin weight profile data structures, can contain multiple profiles and their runtime FSkinWeightVertexBuffer

Public variable

FSkinWeightVert...

 

SkinWeightVertexBuffer

Skin weights for skinning

Public variable

FRayTracingGeom...

 

SourceRayTracingGeometry

Precooked ray tracing geometry.

Public variable

FStaticMeshVert...

 

StaticVertexBuffers

Static vertices from chunks for skinning on GPU

Public variable

FByteBulkData

 

StreamingBulkData

Public variable

FSkeletalMeshVe...

 

VertexAttributeBuffers

Constructors

Name Description

Public function

FSkeletalMeshLODRenderData

(
    bool bAddRef
)

Constructor (default)

Destructors

Functions

Name Description

Public function

void

 

BuildFromLODModel

(
    const FSkeletalMeshLODModel* I...,
    TConstArrayView< FSkeletalMeshVerte...,
    ESkeletalMeshVertexFlags InBuildFla...
)

Initialize render data (e.g. vertex buffers) from model info

Public function

void

 

DecrementMemoryStats()

Public function Const

bool

 

DoesVertexBufferUse16BitBoneIndex()

Public function Const

uint32

 

FindSectionIndex

(
    const FSkelMeshRenderSection& Sect...
)

O(1)

Public function Const

SIZE_T

 

GetCPUAccessMemoryOverhead()

Get the estimated memory overhead of buffers marked as NeedsCPUAccess.

Public function Const

uint32

 

GetNumTexCoords()

Public function Const

uint32

 

GetNumVertices()

Public function Const

void

 

GetResourceSizeEx

(
    FResourceSizeEx& CumulativeResourc...
)

Get Resource Size

Public function Const

void

 

GetSectionFromVertexIndex

(
    int32 InVertIndex,
    int32& OutSectionIndex,
    int32& OutVertIndex
)

Utility for finding the section that a particular vertex is in.

Public function

FSkinWeightV...

 

GetSkinWeightVertexBuffer()

Checks whether or not the skin weight buffer has been overridden 'by default' and if not return the original Skin Weight buffer

Public function Const

const FSkinW...

 

GetSkinWeightVertexBuffer()

Checks whether or not the skin weight buffer has been overridden 'by default' and if not return the original Skin Weight buffer

Public function Const

int32

 

GetTotalFaces()

Utility function for returning total number of faces in this LOD.

Public function Const

uint32

 

GetVertexBufferMaxBoneInfluences()

Public function Const

bool

 

HasClothData()

Public function

void

 

IncrementMemoryStats

(
    bool bNeedsVertexColors
)

Public function

void

 

InitMorphResources()

Public function

void

 

InitResources

(
    bool bNeedsVertexColors,
    int32 LODIndex,
    TArray< class UMorphTarget* > ...,
    USkinnedAsset* Owner
)

Initialize the LOD's render resources.

Public function Const

int32

 

NumNonClothingSections()

Public function

void

 

ReleaseCPUResources

(
    bool bForStreaming
)

Releases the LOD's CPU render resources.

Public function

void

 

ReleaseResources()

Releases the LOD's render resources.

Public function

void

 

Serialize

(
    FArchive& Ar,
    UObject* Owner,
    int32 Idx
)

Special serialize function passing the owning UObject along as required by FUnytpedBulkData serialization.

Public function

void

 

SerializeAvailabilityInfo

(
    FArchive& Ar,
    int32 LODIdx,
    bool bHasAdjacencyData,
    bool bNeedsCPUAccess
)

Public function

void

 

SerializeStreamedData

(
    FArchive& Ar,
    USkinnedAsset* Owner,
    int32 LODIdx,
    uint8 ClassStripFlags,
    bool bNeedsCPUAccess,
    bool bForceKeepCPUResources
)

Serialize the portion of data that might be streamed

Public function Static

bool

 

ShouldForceKeepCPUResources()

Public function Static

bool

 

ShouldKeepCPUResources

(
    const USkinnedAsset* SkinnedAs...,
    int32 LODIdx,
    bool bForceKeep
)

Enums

Name

Description

Private enum

EClassDataStripFlag

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