UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
FGPUSkinCache Member List

This is the complete list of members for FGPUSkinCache, including all inherited members.

AddAsyncComputeSignal(FRDGBuilder &GraphBuilder)FGPUSkinCachestatic
AddAsyncComputeWait(FRDGBuilder &GraphBuilder)FGPUSkinCachestatic
AllocateDynamicMeshBoundsSlot(int32 NumSlots)FGPUSkinCache
Dequeue(FGPUSkinCacheEntry *SkinCacheEntry)FGPUSkinCachestatic
Dispatch(FRDGBuilder &GraphBuilder, const UE::Tasks::FTask &PrerequisitesTask, ERHIPipeline Pipeline)FGPUSkinCache
DoDispatch(FRHICommandList &RHICmdList)FGPUSkinCacheinline
DrawVisualizationInfoText(const FName &GPUSkinCacheVisualizationMode, FScreenMessageWriter &ScreenMessageWriter) constFGPUSkinCache
ESkinCacheInitSettings enum nameFGPUSkinCache
FGPUSkinCache(ERHIFeatureLevel::Type InFeatureLevel, bool bInRequiresMemoryLimit, UWorld *InWorld)FGPUSkinCacheinline
FGPUSkinCache(ERHIFeatureLevel::Type InFeatureLevel, UWorld *InWorld)FGPUSkinCache
GetDispatchPipeline(FRDGBuilder &GraphBuilder)FGPUSkinCachestatic
GetExtraRequiredMemoryAndReset()FGPUSkinCacheinline
GetFeatureLevel() constFGPUSkinCacheinline
GetPositionBuffer(FRDGBuilder &GraphBuilder, FGPUSkinCacheEntry const *Entry, uint32 SectionIndex)FGPUSkinCachestatic
GetPreviousPositionBuffer(FRDGBuilder &GraphBuilder, FGPUSkinCacheEntry const *Entry, uint32 SectionIndex)FGPUSkinCachestatic
GetTangentBuffer(FRDGBuilder &GraphBuilder, FGPUSkinCacheEntry const *Entry, uint32 SectionIndex)FGPUSkinCachestatic
GetUpdatedFrame(FGPUSkinCacheEntry const *, uint32)FGPUSkinCacheinlinestatic
GetVisualizationDebugColor(const FName &GPUSkinCacheVisualizationMode, FGPUSkinCacheEntry *Entry, FGPUSkinCacheEntry *RayTracingEntry, uint32 SectionIndex)FGPUSkinCachestatic
HasWork() constFGPUSkinCacheinline
IntermediateAccumBufferNumInts enum valueFGPUSkinCache
IsEntryValid(FGPUSkinCacheEntry *SkinCacheEntry, int32 Section)FGPUSkinCachestatic
IsGPUSkinCacheRayTracingSupported()FGPUSkinCachestatic
MaxUniformBufferBones enum valueFGPUSkinCache
ProcessEntry(FRHICommandList &RHICmdList, const FProcessEntryInputs &Inputs, FGPUSkinCacheEntry *&InOutEntry)FGPUSkinCache
ProcessEntry(EGPUSkinCacheEntryMode Mode, FRHICommandList &RHICmdList, FGPUBaseSkinVertexFactory *VertexFactory, FGPUSkinPassthroughVertexFactory *TargetVertexFactory, const FSkelMeshRenderSection &BatchElement, FSkeletalMeshObject *Skin, const FMorphVertexBuffer *MorphVertexBuffer, const FSkeletalMeshVertexClothBuffer *ClothVertexBuffer, const FClothSimulData *SimData, const FMatrix44f &ClothToLocal, float ClothBlendWeight, FVector3f ClothScale, uint32 RevisionNumber, int32 Section, int32 LOD, bool &bRecreating, FGPUSkinCacheEntry *&InOutEntry)FGPUSkinCacheinline
Release(FGPUSkinCacheEntry *&SkinCacheEntry)FGPUSkinCachestatic
ReleaseDynamicMeshBoundsSlot(int32 Offset, int32 NumSlots)FGPUSkinCache
RWTangentXOffsetInFloats enum valueFGPUSkinCache
RWTangentZOffsetInFloats enum valueFGPUSkinCache
SetEntryGPUSkin(FGPUSkinCacheEntry *Entry, FSkeletalMeshObject *Skin)FGPUSkinCachestatic
UpdateSkinWeightBuffer(FGPUSkinCacheEntry *Entry)FGPUSkinCachestatic
~FGPUSkinCache()FGPUSkinCache