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

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

bHasBeenUpdatedAtLeastOnceFSkeletalMeshObject
bSupportsStaticRelevanceFSkeletalMeshObjectprotected
bUsePerBoneMotionBlurFSkeletalMeshObjectprotected
ComponentIdFSkeletalMeshObjectprotected
CreateSceneExtensionProxy(const USkinnedAsset *InSkinnedAsset, bool bAllowScaling)FSkeletalMeshObjectvirtual
DebugNameFSkeletalMeshObject
DesiredLODLevelMutexFSkeletalMeshObjectprotected
DrawVertexElements(FPrimitiveDrawInterface *PDI, const FMatrix &ToWorldSpace, bool bDrawNormals, bool bDrawTangents, bool bDrawBinormals) constFSkeletalMeshObjectinlinevirtual
EnableOverlayRendering(bool bEnabled, const TArray< int32 > *InBonesOfInterest, const TArray< UMorphTarget * > *MorphTargetOfInterest)FSkeletalMeshObjectinlinevirtual
FDynamicSkelMeshObjectDataCPUSkinFSkeletalMeshObjectfriend
FDynamicSkelMeshObjectDataGPUSkinFSkeletalMeshObjectfriend
FeatureLevelFSkeletalMeshObjectprotected
FSkeletalMeshObject(const USkinnedMeshComponent *InMeshComponent, FSkeletalMeshRenderData *InSkelMeshRenderData, ERHIFeatureLevel::Type FeatureLevel)FSkeletalMeshObject
FSkeletalMeshObject(const FSkinnedMeshSceneProxyDesc &InMeshDesc, FSkeletalMeshRenderData *InSkelMeshRenderData, ERHIFeatureLevel::Type FeatureLevel)FSkeletalMeshObject
FSkeletalMeshSceneProxyFSkeletalMeshObjectfriend
FSkeletalMeshSectionIterFSkeletalMeshObjectfriend
GetAssetPathName(int32 LODIndex=-1) constFSkeletalMeshObject
GetCachedGeometry(FRDGBuilder &GraphBuilder, FCachedGeometry &OutCachedGeometry) constFSkeletalMeshObjectinlinevirtual
GetCachedGeometry(FCachedGeometry &OutCachedGeometry) constFSkeletalMeshObjectinline
GetColorVertexBuffer(FSkeletalMeshLODRenderData &LODData, const FSkelMeshComponentLODInfo *CompLODInfo)FSkeletalMeshObjectstatic
GetComponentId() constFSkeletalMeshObjectinline
GetComponentSpaceTransforms() const =0FSkeletalMeshObjectpure virtual
GetCurrentBoneTransforms() constFSkeletalMeshObjectinlinevirtual
GetDebugName() constFSkeletalMeshObjectinline
GetDynamicBoundsStartOffset(int32 LODIndex) constFSkeletalMeshObjectinlinevirtual
GetFeatureLevel() constFSkeletalMeshObjectinline
GetLOD() const =0FSkeletalMeshObjectpure virtual
GetNaniteMaterials() constFSkeletalMeshObjectinlinevirtual
GetPreviousBoneTransforms() constFSkeletalMeshObjectinlinevirtual
GetPrevReferenceToLocalMatrices() constFSkeletalMeshObjectinlinevirtual
GetReferenceToLocalMatrices() const =0FSkeletalMeshObjectpure virtual
GetRenderSections(int32 InLODIndex) constFSkeletalMeshObject
GetResourceSizeEx(FResourceSizeEx &CumulativeResourceSize)=0FSkeletalMeshObjectpure virtual
GetScreenSize(int32 LODIndex) constFSkeletalMeshObject
GetSkeletalMeshRenderData() constFSkeletalMeshObjectinline
GetSkinCacheVisualizationDebugColor(const FName &GPUSkinCacheVisualizationMode, uint32 SectionIndex) constFSkeletalMeshObject
GetSkinVertexFactory(const FSceneView *View, int32 LODIndex, int32 ChunkIdx, ESkinVertexFactoryMode VFMode=ESkinVertexFactoryMode::Default) const =0FSkeletalMeshObjectpure virtual
GetSkinWeightVertexBuffer(FSkeletalMeshLODRenderData &LODData, const FSkelMeshComponentLODInfo *CompLODInfo)FSkeletalMeshObjectstatic
GetSkinWeightVertexBuffer(int32 LODIndex) constFSkeletalMeshObjectinlinevirtual
GetStaticSkinVertexFactory(int32 LODIndex, int32 ChunkIdx, ESkinVertexFactoryMode VFMode) const =0FSkeletalMeshObjectpure virtual
GetStatId() constFSkeletalMeshObjectinline
GetVertexFactoryUserData(const int32 LODIndex, int32 ChunkIdx, ESkinVertexFactoryMode VFMode) constFSkeletalMeshObjectinlinevirtual
HaveValidDynamicData() const =0FSkeletalMeshObjectpure virtual
InitLODInfos(const TArrayView< const FSkelMeshComponentLODInfo > InComponentLODInfo, const USkinnedAsset *InSkinnedAsset)FSkeletalMeshObject
InitResources(const FSkinnedMeshSceneProxyDesc &InMeshDesc)=0FSkeletalMeshObjectpure virtual
IsCPUSkinned() constFSkeletalMeshObjectinlinevirtual
IsGPUSkinMesh() constFSkeletalMeshObjectinlinevirtual
IsMaterialHidden(int32 InLODIndex, int32 MaterialIdx) constFSkeletalMeshObject
IsNaniteMesh() constFSkeletalMeshObjectinlinevirtual
LastFrameNumberFSkeletalMeshObjectprotected
LODInfoFSkeletalMeshObject
MaxDistanceFactorFSkeletalMeshObject
MinDesiredLODLevelFSkeletalMeshObject
PreGDMECallback(FRHICommandList &RHICmdList, class FGPUSkinCache *GPUSkinCache, uint32 FrameNumber)FSkeletalMeshObjectinlinevirtual
RefreshClothingTransforms(const FMatrix &InNewLocalToWorld, uint32 FrameNumber)FSkeletalMeshObjectinlinevirtual
ReleaseResources()=0FSkeletalMeshObjectpure virtual
SetHiddenMaterials(int32 InLODIndex, const TArray< bool > &HiddenMaterials)FSkeletalMeshObject
SetTransform(const FMatrix &InNewLocalToWorld, uint32 FrameNumber)FSkeletalMeshObjectinlinevirtual
ShadowCapsuleShapesFSkeletalMeshObject
ShouldUsePerBoneMotionBlur() constFSkeletalMeshObjectinline
SkeletalMeshRenderDataFSkeletalMeshObjectprotected
SkinCacheEntryFSkeletalMeshObjectprotected
SkinCacheEntryForRayTracingFSkeletalMeshObjectprotected
StatIdFSkeletalMeshObjectprotected
SupportsStaticRelevance() constFSkeletalMeshObjectinline
Update(int32 LODIndex, const USkinnedMeshComponent *InMeshComponent, const FMorphTargetWeightMap &InActiveMorphTargets, const TArray< float > &MorphTargetWeights, EPreviousBoneTransformUpdateMode PreviousBoneTransformUpdateMode, const FExternalMorphWeightData &InExternalMorphWeightData)FSkeletalMeshObject
Update(int32 LODIndex, const FSkinnedMeshSceneProxyDynamicData &InDynamicData, const FPrimitiveSceneProxy *InSceneProxy, const USkinnedAsset *InSkinnedAsset, const FMorphTargetWeightMap &InActiveMorphTargets, const TArray< float > &InMorphTargetWeights, EPreviousBoneTransformUpdateMode PreviousBoneTransformUpdateMode, const FExternalMorphWeightData &InExternalMorphWeightData)=0FSkeletalMeshObjectpure virtual
UpdateMinDesiredLODLevel(const FSceneView *View, const FBoxSphereBounds &Bounds)FSkeletalMeshObject
UpdateSkinWeightBuffer(const USkinnedMeshComponent *InMeshComponent)FSkeletalMeshObject
UpdateSkinWeightBuffer(const TArrayView< const FSkelMeshComponentLODInfo > InLODInfo)=0FSkeletalMeshObjectpure virtual
WorkingMaxDistanceFactorFSkeletalMeshObject
WorkingMinDesiredLODLevelFSkeletalMeshObject
WorldScaleFSkeletalMeshObjectprotected
~FDeferredCleanupInterface()FDeferredCleanupInterfaceinlinevirtual
~FSkeletalMeshObject()FSkeletalMeshObjectvirtual