#include <SkeletalMeshLODRenderData.h>
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| void | InitResources (bool bNeedsVertexColors, int32 LODIndex, USkinnedAsset *Owner) |
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| void | InitMorphResources () |
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| ENGINE_API void | ReleaseResources () |
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| void | ReleaseCPUResources (bool bForStreaming=false) |
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| | FSkeletalMeshLODRenderData (bool bAddRef=true) |
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| | ~FSkeletalMeshLODRenderData () |
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| void | Serialize (FArchive &Ar, UObject *Owner, int32 Idx) |
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| ENGINE_API void | SerializeStreamedData (FArchive &Ar, USkinnedAsset *Owner, int32 LODIdx, uint8 ClassStripFlags, bool bNeedsCPUAccess, bool bForceKeepCPUResources) |
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| void | SerializeAvailabilityInfo (FArchive &Ar, int32 LODIdx, bool bHasAdjacencyData, bool bNeedsCPUAccess) |
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| uint32 | GetNumVertices () const |
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| uint32 | GetVertexBufferMaxBoneInfluences () const |
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| bool | DoesVertexBufferUse16BitBoneIndex () const |
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| uint32 | GetNumTexCoords () const |
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| FSkinWeightVertexBuffer * | GetSkinWeightVertexBuffer () |
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| const FSkinWeightVertexBuffer * | GetSkinWeightVertexBuffer () const |
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| ENGINE_API int32 | GetTotalFaces () const |
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| ENGINE_API bool | HasClothData () const |
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| ENGINE_API void | GetSectionFromVertexIndex (int32 InVertIndex, int32 &OutSectionIndex, int32 &OutVertIndex) const |
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| ENGINE_API void | GetResourceSizeEx (FResourceSizeEx &CumulativeResourceSize) const |
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| SIZE_T | GetCPUAccessMemoryOverhead () const |
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| uint32 | FindSectionIndex (const FSkelMeshRenderSection &Section) const |
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| ENGINE_API int32 | NumNonClothingSections () const |
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| void | IncrementMemoryStats (bool bNeedsVertexColors) |
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| void | DecrementMemoryStats () |
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| | FRefCountBase ()=default |
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| virtual | ~FRefCountBase ()=default |
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| | FRefCountBase (const FRefCountBase &Rhs)=delete |
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| FRefCountBase & | operator= (const FRefCountBase &Rhs)=delete |
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| FReturnedRefCountValue | AddRef () const |
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| uint32 | Release () const |
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| uint32 | GetRefCount () const |
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◆ FSkeletalMeshLODRenderData()
| FSkeletalMeshLODRenderData::FSkeletalMeshLODRenderData |
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bool |
bAddRef = true | ) |
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inline |
◆ ~FSkeletalMeshLODRenderData()
| FSkeletalMeshLODRenderData::~FSkeletalMeshLODRenderData |
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inline |
◆ DecrementMemoryStats()
| void FSkeletalMeshLODRenderData::DecrementMemoryStats |
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◆ DoesVertexBufferUse16BitBoneIndex()
| bool FSkeletalMeshLODRenderData::DoesVertexBufferUse16BitBoneIndex |
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const |
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inline |
◆ FindSectionIndex()
◆ GetCPUAccessMemoryOverhead()
| SIZE_T FSkeletalMeshLODRenderData::GetCPUAccessMemoryOverhead |
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const |
Get the estimated memory overhead of buffers marked as NeedsCPUAccess.
◆ GetNumTexCoords()
| uint32 FSkeletalMeshLODRenderData::GetNumTexCoords |
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const |
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inline |
◆ GetNumVertices()
| uint32 FSkeletalMeshLODRenderData::GetNumVertices |
( |
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const |
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inline |
◆ GetResourceSizeEx()
| void FSkeletalMeshLODRenderData::GetResourceSizeEx |
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FResourceSizeEx & |
CumulativeResourceSize | ) |
const |
◆ GetSectionFromVertexIndex()
| void FSkeletalMeshLODRenderData::GetSectionFromVertexIndex |
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int32 |
InVertIndex, |
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int32 & |
OutSectionIndex, |
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int32 & |
OutVertIndex |
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) |
| const |
Utility for finding the section that a particular vertex is in.
◆ GetSkinWeightVertexBuffer() [1/2]
Checks whether or not the skin weight buffer has been overridden 'by default' and if not return the original Skin Weight buffer
◆ GetSkinWeightVertexBuffer() [2/2]
Checks whether or not the skin weight buffer has been overridden 'by default' and if not return the original Skin Weight buffer
◆ GetTotalFaces()
| int32 FSkeletalMeshLODRenderData::GetTotalFaces |
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| ) |
const |
Utility function for returning total number of faces in this LOD.
◆ GetVertexBufferMaxBoneInfluences()
| uint32 FSkeletalMeshLODRenderData::GetVertexBufferMaxBoneInfluences |
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| ) |
const |
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inline |
◆ HasClothData()
| bool FSkeletalMeshLODRenderData::HasClothData |
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const |
- Returns
- true if any chunks have cloth data.
◆ IncrementMemoryStats()
| void FSkeletalMeshLODRenderData::IncrementMemoryStats |
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bool |
bNeedsVertexColors | ) |
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◆ InitMorphResources()
| void FSkeletalMeshLODRenderData::InitMorphResources |
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| ) |
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◆ InitResources()
Initialize the LOD's render resources.
- Parameters
-
◆ NumNonClothingSections()
| int32 FSkeletalMeshLODRenderData::NumNonClothingSections |
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const |
◆ ReleaseCPUResources()
| void FSkeletalMeshLODRenderData::ReleaseCPUResources |
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bool |
bForStreaming = false | ) |
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Releases the LOD's CPU render resources.
◆ ReleaseResources()
| void FSkeletalMeshLODRenderData::ReleaseResources |
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| ) |
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Releases the LOD's render resources.
◆ Serialize()
Special serialize function passing the owning UObject along as required by FUnytpedBulkData serialization.
- Parameters
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| Ar | Archive to serialize with |
| Owner | UObject this structure is serialized within |
| Idx | Index of current array entry being serialized |
◆ SerializeAvailabilityInfo()
| void FSkeletalMeshLODRenderData::SerializeAvailabilityInfo |
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FArchive & |
Ar, |
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int32 |
LODIdx, |
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bool |
bHasAdjacencyData, |
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bool |
bNeedsCPUAccess |
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) |
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◆ SerializeStreamedData()
Serialize the portion of data that might be streamed
- Parameters
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| bNeedsCPUAcces | - Whether something requires keeping CPU copy of resources (see ShouldKeepCPUResources) |
| bForceKeepCPUResources | - Whether we want to force keeping CPU resources |
- Returns
- Size of streamed LOD data in bytes
◆ ShouldForceKeepCPUResources()
| bool FSkeletalMeshLODRenderData::ShouldForceKeepCPUResources |
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| ) |
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static |
◆ ShouldKeepCPUResources()
◆ FSkeletalMeshRenderData
◆ ActiveBoneIndices
◆ bIsLODOptional
| uint32 FSkeletalMeshLODRenderData::bIsLODOptional |
Whether this LOD is below MinLod
◆ bStreamedDataInlined
| uint32 FSkeletalMeshLODRenderData::bStreamedDataInlined |
Whether buffers of this LOD is inlined (i.e. stored in .uexp instead of .ubulk)
◆ BuffersSize
| uint32 FSkeletalMeshLODRenderData::BuffersSize |
◆ ClothVertexBuffer
A buffer for cloth mesh-mesh mapping
◆ HalfEdgeBuffer
GPU buffer for half edge data of an LOD, useful for mesh deformers
◆ MorphTargetVertexInfoBuffers
GPU friendly access data for MorphTargets for an LOD
◆ MultiSizeIndexContainer
◆ RenderSections
Info about each section of this LOD for rendering
◆ RequiredBones
◆ SkinWeightProfilesData
◆ SkinWeightVertexBuffer
Skin weights for skinning
◆ SourceRayTracingGeometry
Precooked ray tracing geometry. Used as source data to build skeletal mesh instance ray tracing geometry.
◆ StaticVertexBuffers
static vertices from chunks for skinning on GPU
◆ StreamingBulkData
◆ VertexAttributeBuffers
The documentation for this class was generated from the following files: