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| static ENGINE_API FRHIShaderResourceView * | GetBoneBufferForReading (FSkeletalMeshObject const *InMeshObject, int32 InLodIndex, int32 InSectionIndex, bool bInPreviousFrame) |
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| static ENGINE_API FRHIShaderResourceView * | GetMorphTargetBufferForReading (FSkeletalMeshObject const *InMeshObject, int32 InLodIndex, int32 InSectionIndex, uint32 InFrameNumber, bool bInPreviousFrame) |
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| static ENGINE_API FClothBuffers | GetClothBuffersForReading (FSkeletalMeshObject const *InMeshObject, int32 InLodIndex, int32 InSectionIndex, uint32 InFrameNumber, bool bInPreviousFrame) |
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| static ENGINE_API FRDGBuffer * | GetAllocatedPositionBuffer (FRDGBuilder &GraphBuilder, FSkeletalMeshObject *InMeshObject, int32 InLodIndex) |
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| static ENGINE_API FRDGBuffer * | GetAllocatedTangentBuffer (FRDGBuilder &GraphBuilder, FSkeletalMeshObject *InMeshObject, int32 InLodIndex) |
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| static ENGINE_API FRDGBuffer * | GetAllocatedColorBuffer (FRDGBuilder &GraphBuilder, FSkeletalMeshObject *InMeshObject, int32 InLodIndex) |
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| static ENGINE_API int32 | GetIndexOfFirstAvailableSection (FSkeletalMeshObject *InMeshObject, int32 InLodIndex) |
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| static ENGINE_API FRDGBuffer * | AllocateVertexFactoryPositionBuffer (FRDGBuilder &GraphBuilder, FRDGExternalAccessQueue &ExternalAccesQueue, FSkeletalMeshObject *InMeshObject, int32 InLodIndex, TCHAR const *InBufferName) |
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| static ENGINE_API FRDGBuffer * | AllocateVertexFactoryTangentBuffer (FRDGBuilder &GraphBuilder, FRDGExternalAccessQueue &ExternalAccesQueue, FSkeletalMeshObject *InMeshObject, int32 InLodIndex, TCHAR const *InBufferName) |
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| static ENGINE_API FRDGBuffer * | AllocateVertexFactoryColorBuffer (FRDGBuilder &GraphBuilder, FRDGExternalAccessQueue &ExternalAccesQueue, FSkeletalMeshObject *InMeshObject, int32 InLodIndex, TCHAR const *InBufferName) |
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| static ENGINE_API void | UpdateVertexFactoryBufferOverrides (FRHICommandListBase &RHICmdList, FSkeletalMeshObject *InMeshObject, int32 InLodIndex, bool bInvalidatePreviousPosition) |
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| static ENGINE_API void | UpdateVertexFactoryBufferOverrides (FRDGBuilder &GraphBuilder, FSkeletalMeshObject *InMeshObject, int32 InLodIndex, bool bInvalidatePreviousPosition) |
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| static ENGINE_API void | ResetVertexFactoryBufferOverrides (FSkeletalMeshObject *InMeshObject, int32 InLodIndex) |
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| static ENGINE_API FRDGBuffer * | AllocateVertexFactoryPositionBuffer (FRDGBuilder &GraphBuilder, FSkeletalMeshObject *InMeshObject, int32 InLodIndex, bool bInLodJustChanged, TCHAR const *InBufferName) |
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| static ENGINE_API FRDGBuffer * | AllocateVertexFactoryTangentBuffer (FRDGBuilder &GraphBuilder, FSkeletalMeshObject *InMeshObject, int32 InLodIndex, TCHAR const *InBufferName) |
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| static ENGINE_API FRDGBuffer * | AllocateVertexFactoryColorBuffer (FRDGBuilder &GraphBuilder, FSkeletalMeshObject *InMeshObject, int32 InLodIndex, TCHAR const *InBufferName) |
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| static ENGINE_API void | UpdateVertexFactoryBufferOverrides (FRHICommandListBase &RHICmdList, FSkeletalMeshObject *InMeshObject, int32 InLodIndex) |
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| static ENGINE_API void | UpdateVertexFactoryBufferOverrides (FSkeletalMeshObject *InMeshObject, int32 InLodIndex) |
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Functions that expose some internal functionality of FSkeletalMeshObject required by MeshDeformer systems.