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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include <MultiSizeIndexContainer.h>
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| FArchive & | operator<< (FArchive &Ar, FMultiSizeIndexContainer &Buffer) |
Skeletal mesh index buffers are 16 bit by default and 32 bit when called for. This class adds a level of abstraction on top of the index buffers so that we can treat them all as 32 bit.
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| FMultiSizeIndexContainer::~FMultiSizeIndexContainer | ( | ) |
Populates the index buffer with a new set of indices
| FBufferRHIRef FMultiSizeIndexContainer::CreateRHIBuffer | ( | FRHICommandListBase & | RHICmdList | ) |
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Accessors
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Returns a 32 bit version of the index buffer
| void FMultiSizeIndexContainer::InitResources | ( | ) |
Initialize the index buffer's render resources.
| void FMultiSizeIndexContainer::InitRHIForStreaming | ( | FRHIBuffer * | IntermediateBuffer, |
| FRHIResourceReplaceBatcher & | Batcher | ||
| ) |
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| void FMultiSizeIndexContainer::RebuildIndexBuffer | ( | uint8 | InDataTypeSize, |
| const TArray< uint32 > & | NewArray | ||
| ) |
Repopulates the index buffer
| void FMultiSizeIndexContainer::ReleaseResources | ( | ) |
Releases the index buffer's render resources.
| void FMultiSizeIndexContainer::ReleaseRHIForStreaming | ( | FRHIResourceReplaceBatcher & | Batcher | ) |
Serialization.
| Ar | The archive with which to serialize. |
| bNeedsCPUAccess | If true, the loaded data will remain in CPU memory even after the RHI index buffer has been initialized. |
SetOwnerName should be called before BeginInitResources for the owner name to be successfully tracked.
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