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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include "Engine/SkeletalMesh.h"#include "DataDrivenShaderPlatformInfo.h"#include "Engine/Blueprint.h"#include "Engine/SkeletalMeshSampling.h"#include "Engine/SkinnedAsset.h"#include "Engine/SkinnedAssetAsyncCompileUtils.h"#include "Engine/SkinnedAssetCommon.h"#include "Engine/SkeletalMeshLODSettings.h"#include "MaterialShared.h"#include "Materials/Material.h"#include "Materials/MaterialRenderProxy.h"#include "MaterialDomain.h"#include "Animation/Skeleton.h"#include "Components/SkeletalMeshComponent.h"#include "ComponentReregisterContext.h"#include "Math/ScaleRotationTranslationMatrix.h"#include "UObject/AssetRegistryTagsContext.h"#include "UObject/FrameworkObjectVersion.h"#include "UObject/NiagaraObjectVersion.h"#include "UObject/ObjectSaveContext.h"#include "UObject/Package.h"#include "RenderUtils.h"#include "AssetCompilingManager.h"#include "UObject/UE5MainStreamObjectVersion.h"#include "SceneInterface.h"#include "EngineUtils.h"#include "EditorSupportDelegates.h"#include "SkeletalMeshLegacyCustomVersions.h"#include "SkeletalRenderPublic.h"#include "PhysicsEngine/BodySetup.h"#include "PhysicsEngine/PhysicsAsset.h"#include "Engine/AssetUserData.h"#include "Animation/NodeMappingContainer.h"#include "Rendering/SkeletalMeshRenderData.h"#include "Rendering/NaniteResources.h"#include "Rendering/RenderCommandPipes.h"#include "AnimationRuntime.h"#include "Animation/AnimSequence.h"#include "Streaming/SkeletalMeshUpdate.h"#include "Algo/MaxElement.h"#include "UObject/FortniteMainBranchObjectVersion.h"#include "UObject/ReleaseObjectVersion.h"#include "UObject/ICookInfo.h"#include "GPUSkinCache.h"#include "UObject/DevObjectVersion.h"#include "UnrealEngine.h"#include "EditorFramework/AssetImportData.h"#include "Engine/SkeletalMeshSocket.h"#include "ClothingAssetBase.h"#include "Async/Async.h"#include "Misc/UObjectToken.h"#include "Misc/RuntimeErrors.h"#include "PlatformInfo.h"#include "Animation/SkinWeightProfileManager.h"#include "BoneWeights.h"#include "SkeletalMeshAttributes.h"#include "Algo/AnyOf.h"#include "Logging/StructuredLog.h"#include "Rendering/SkeletalMeshHalfEdgeBufferAccessor.h"#include "Animation/MeshDeformerCollection.h"#include "Animation/MeshDeformer.h"#include "Streaming/UVChannelDensity.h"#include "Interfaces/ITargetPlatform.h"Macros | |
| #define | LOCTEXT_NAMESPACE "SkeltalMesh" |
Variables | |
| FCustomVersionRegistration | GRegisterSkeletalMeshCustomVersion (FSkeletalMeshCustomVersion::GUID, FSkeletalMeshCustomVersion::LatestVersion, TEXT("SkeletalMeshVer")) |
| const TCHAR * | GSkeletalMeshMinLodQualityLevelCVarName = TEXT("r.SkeletalMesh.MinLodQualityLevel") |
| const TCHAR * | GSkeletalMeshMinLodQualityLevelScalabilitySection = TEXT("ViewDistanceQuality") |
| int32 | GSkeletalMeshMinLodQualityLevel = -1 |
| FCustomVersionRegistration | GRegisterRecomputeTangentCustomVersion (FRecomputeTangentCustomVersion::GUID, FRecomputeTangentCustomVersion::LatestVersion, TEXT("RecomputeTangentCustomVer")) |
| FCustomVersionRegistration | GRegisterOverlappingVerticesCustomVersion (FOverlappingVerticesCustomVersion::GUID, FOverlappingVerticesCustomVersion::LatestVersion, TEXT("OverlappingVerticeDetectionVer")) |
| #define LOCTEXT_NAMESPACE "SkeltalMesh" |
| DEFINE_LOG_CATEGORY | ( | LogSkeletalMesh | ) |
| void GetRefTangentBasisTyped | ( | const USkeletalMesh * | Mesh, |
| const FSkelMeshRenderSection & | Section, | ||
| const FStaticMeshVertexBuffer & | StaticVertexBuffer, | ||
| const FSkinWeightVertexBuffer & | SkinWeightVertexBuffer, | ||
| const int32 | VertIndex, | ||
| FVector3f & | OutTangentX, | ||
| FVector3f & | OutTangentY, | ||
| FVector3f & | OutTangentZ | ||
| ) |
| FVector GetRefVertexLocationTyped | ( | const USkeletalMesh * | Mesh, |
| const FSkelMeshRenderSection & | Section, | ||
| const FPositionVertexBuffer & | PositionBuffer, | ||
| const FSkinWeightVertexBuffer & | SkinWeightVertexBuffer, | ||
| const int32 | VertIndex | ||
| ) |
| void GetSkeletalMeshRefTangentBasis | ( | const USkeletalMesh * | Mesh, |
| const FSkeletalMeshLODRenderData & | LODData, | ||
| const FSkinWeightVertexBuffer & | SkinWeightVertexBuffer, | ||
| const int32 | VertIndex, | ||
| FVector3f & | OutTangentX, | ||
| FVector3f & | OutTangentY, | ||
| FVector3f & | OutTangentZ | ||
| ) |
| FVector GetSkeletalMeshRefVertLocation | ( | const USkeletalMesh * | Mesh, |
| const FSkeletalMeshLODRenderData & | LODData, | ||
| const FSkinWeightVertexBuffer & | SkinWeightVertexBuffer, | ||
| const int32 | VertIndex | ||
| ) |
| LLM_DEFINE_TAG | ( | SkeletalMesh_Serialize | ) |
| FArchive & operator<< | ( | FArchive & | Ar, |
| FClothBufferIndexMapping & | ClothBufferIndexMapping | ||
| ) |
| FArchive & operator<< | ( | FArchive & | Ar, |
| FClothingAssetData_Legacy & | A | ||
| ) |
| FArchive & operator<< | ( | FArchive & | Ar, |
| FMeshToMeshVertData & | V | ||
| ) |
| FArchive & operator<< | ( | FArchive & | Ar, |
| FSkeletalMeshLODInfo & | I | ||
| ) |
Operator for MemCount only, so it only serializes the arrays that needs to be counted.
| void RefreshSkelMeshOnPhysicsAssetChange | ( | const USkeletalMesh * | InSkeletalMesh | ) |
Refresh Physics Asset Change
Physics Asset has been changed, so it will need to recreate physics state to reflect it Utilities functions to propagate new Physics Asset for InSkeletalMesh
| InSkeletalMesh | SkeletalMesh that physics asset has been changed for |
| bool ShouldUseSourceMeshForUVDensity | ( | const FMeshNaniteSettings & | NaniteSettings | ) |
| FCustomVersionRegistration GRegisterOverlappingVerticesCustomVersion(FOverlappingVerticesCustomVersion::GUID, FOverlappingVerticesCustomVersion::LatestVersion, TEXT("OverlappingVerticeDetectionVer")) | ( | FOverlappingVerticesCustomVersion::GUID | , |
| FOverlappingVerticesCustomVersion::LatestVersion | , | ||
| TEXT("OverlappingVerticeDetectionVer") | |||
| ) |
| FCustomVersionRegistration GRegisterRecomputeTangentCustomVersion(FRecomputeTangentCustomVersion::GUID, FRecomputeTangentCustomVersion::LatestVersion, TEXT("RecomputeTangentCustomVer")) | ( | FRecomputeTangentCustomVersion::GUID | , |
| FRecomputeTangentCustomVersion::LatestVersion | , | ||
| TEXT("RecomputeTangentCustomVer") | |||
| ) |
| FCustomVersionRegistration GRegisterSkeletalMeshCustomVersion(FSkeletalMeshCustomVersion::GUID, FSkeletalMeshCustomVersion::LatestVersion, TEXT("SkeletalMeshVer")) | ( | FSkeletalMeshCustomVersion::GUID | , |
| FSkeletalMeshCustomVersion::LatestVersion | , | ||
| TEXT("SkeletalMeshVer") | |||
| ) |
| int32 GSkeletalMeshMinLodQualityLevel = -1 |