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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include <MeshRenderDecomposition.h>
Classes | |
| struct | FGroup |
Public Member Functions | |
| FMeshRenderDecomposition (FMeshRenderDecomposition &&)=default | |
| FMeshRenderDecomposition & | operator= (FMeshRenderDecomposition &&)=default |
| FMeshRenderDecomposition ()=default | |
| FMeshRenderDecomposition (const FMeshRenderDecomposition &)=delete | |
| FMeshRenderDecomposition & | operator= (const FMeshRenderDecomposition &)=delete |
| void | Initialize (int32 Count) |
| int32 | AppendGroup () |
| int32 | Num () const |
| bool | IsGroup (int32 Index) const |
| FGroup & | GetGroup (int32 Index) |
| const FGroup & | GetGroup (int32 Index) const |
| int32 | GetGroupForTriangle (int32 TriangleID) const |
| GEOMETRYFRAMEWORK_API void | BuildAssociations (const FDynamicMesh3 *Mesh) |
Static Public Member Functions | |
| static GEOMETRYFRAMEWORK_API void | BuildMaterialDecomposition (const FDynamicMesh3 *Mesh, const FComponentMaterialSet *MaterialSet, FMeshRenderDecomposition &Decomp) |
| static GEOMETRYFRAMEWORK_API void | BuildChunkedDecomposition (const FDynamicMesh3 *Mesh, const FComponentMaterialSet *MaterialSet, FMeshRenderDecomposition &Decomp, int32 MaxChunkSize=1<< 14) |
Public Attributes | |
| TArray< TUniquePtr< FGroup > > | Groups |
| TArray< int32 > | TriangleToGroupMap |
FMeshRenderDecomposition represents a decomposition of a mesh into "chunks" of triangles, with associated materials. This is passed to the rendering components to split a mesh into multiple RenderBuffers, for more efficient updating.
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default |
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default |
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delete |
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inline |
| void FMeshRenderDecomposition::BuildAssociations | ( | const FDynamicMesh3 * | Mesh | ) |
Construct mappings between mesh and groups (eg TriangleToGroupMap)
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static |
Build per-material decomposition, and then split each of those into chunks of at most MaxChunkSize (actual chunk sizes will be highly variable and some may be very small...)
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Build decomposition with one group for each MaterialID of mesh
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inline |
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delete |
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default |
| TArray<TUniquePtr<FGroup> > FMeshRenderDecomposition::Groups |
Mapping from TriangleID to Groups array index. Initialized by BuildAssociations()