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

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

bHasBeenUpdatedAtLeastOnceFSkeletalMeshObject
BonesToRemoveFSkeletalMeshObjectNanite
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
FeatureLevelFSkeletalMeshObjectprotected
FSkeletalMeshObject(const USkinnedMeshComponent *InMeshComponent, FSkeletalMeshRenderData *InSkelMeshRenderData, ERHIFeatureLevel::Type FeatureLevel)FSkeletalMeshObject
FSkeletalMeshObject(const FSkinnedMeshSceneProxyDesc &InMeshDesc, FSkeletalMeshRenderData *InSkelMeshRenderData, ERHIFeatureLevel::Type FeatureLevel)FSkeletalMeshObject
FSkeletalMeshObjectNanite(USkinnedMeshComponent *InComponent, FSkeletalMeshRenderData *InRenderData, ERHIFeatureLevel::Type InFeatureLevel)FSkeletalMeshObjectNanite
FSkeletalMeshObjectNanite(const FSkinnedMeshSceneProxyDesc &InMeshComponent, FSkeletalMeshRenderData *InSkelMeshRenderData, ERHIFeatureLevel::Type InFeatureLevel)FSkeletalMeshObjectNanite
FSkeletalMeshUpdatePacketNaniteFSkeletalMeshObjectNanitefriend
GetAssetPathName(int32 LODIndex=-1) constFSkeletalMeshObject
GetCachedBonesToRemove(const USkinnedAsset *SkinnedAsset, int32 LODIndex)FSkeletalMeshObjectNaniteinline
GetCachedGeometry(FRDGBuilder &GraphBuilder, FCachedGeometry &OutCachedGeometry) constFSkeletalMeshObjectinlinevirtual
GetCachedGeometry(FCachedGeometry &OutCachedGeometry) constFSkeletalMeshObjectinline
GetColorVertexBuffer(FSkeletalMeshLODRenderData &LODData, const FSkelMeshComponentLODInfo *CompLODInfo)FSkeletalMeshObjectstatic
GetComponentId() constFSkeletalMeshObjectinline
GetComponentSpaceTransforms() const overrideFSkeletalMeshObjectNanitevirtual
GetCurrentBoneTransforms() constFSkeletalMeshObjectinlinevirtual
GetDebugName() constFSkeletalMeshObjectinline
GetDynamicBoundsStartOffset(int32 LODIndex) constFSkeletalMeshObjectinlinevirtual
GetFeatureLevel() constFSkeletalMeshObjectinline
GetLOD() const overrideFSkeletalMeshObjectNanitevirtual
GetNaniteMaterials() const overrideFSkeletalMeshObjectNaniteinlinevirtual
GetPreviousBoneTransforms() constFSkeletalMeshObjectinlinevirtual
GetPrevReferenceToLocalMatrices() const overrideFSkeletalMeshObjectNanitevirtual
GetReferenceToLocalMatrices() const overrideFSkeletalMeshObjectNanitevirtual
GetRenderSections(int32 InLODIndex) constFSkeletalMeshObject
GetResourceSizeEx(FResourceSizeEx &CumulativeResourceSize) overrideFSkeletalMeshObjectNanitevirtual
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 overrideFSkeletalMeshObjectNanitevirtual
GetSkinWeightVertexBuffer(int32 LODIndex) constFSkeletalMeshObjectNanitevirtual
FSkeletalMeshObject::GetSkinWeightVertexBuffer(FSkeletalMeshLODRenderData &LODData, const FSkelMeshComponentLODInfo *CompLODInfo)FSkeletalMeshObjectstatic
GetStaticSkinVertexFactory(int32 LODIndex, int32 ChunkIdx, ESkinVertexFactoryMode VFMode=ESkinVertexFactoryMode::Default) const overrideFSkeletalMeshObjectNanitevirtual
GetStatId() constFSkeletalMeshObjectinline
GetVertexFactoryUserData(const int32 LODIndex, int32 ChunkIdx, ESkinVertexFactoryMode VFMode) constFSkeletalMeshObjectinlinevirtual
HasValidMaterials() constFSkeletalMeshObjectNaniteinline
HaveValidDynamicData() const overrideFSkeletalMeshObjectNanitevirtual
InitLODInfos(const TArrayView< const FSkelMeshComponentLODInfo > InComponentLODInfo, const USkinnedAsset *InSkinnedAsset)FSkeletalMeshObject
InitResources(const FSkinnedMeshSceneProxyDesc &InMeshDesc) overrideFSkeletalMeshObjectNanitevirtual
IsCPUSkinned() constFSkeletalMeshObjectinlinevirtual
IsGPUSkinMesh() constFSkeletalMeshObjectinlinevirtual
IsMaterialHidden(int32 InLODIndex, int32 MaterialIdx) constFSkeletalMeshObject
IsNaniteMesh() const overrideFSkeletalMeshObjectNaniteinlinevirtual
LastFrameNumberFSkeletalMeshObjectprotected
LODIndexFSkeletalMeshObjectNanite
LODInfoFSkeletalMeshObject
MaxDistanceFactorFSkeletalMeshObject
MinDesiredLODLevelFSkeletalMeshObject
PreGDMECallback(FRHICommandList &RHICmdList, class FGPUSkinCache *GPUSkinCache, uint32 FrameNumber)FSkeletalMeshObjectinlinevirtual
RefreshClothingTransforms(const FMatrix &InNewLocalToWorld, uint32 FrameNumber)FSkeletalMeshObjectinlinevirtual
ReleaseResources() overrideFSkeletalMeshObjectNanitevirtual
SetHiddenMaterials(int32 InLODIndex, const TArray< bool > &HiddenMaterials)FSkeletalMeshObject
SetTransform(const FMatrix &InNewLocalToWorld, uint32 FrameNumber)FSkeletalMeshObjectinlinevirtual
ShadowCapsuleShapesFSkeletalMeshObject
ShouldUsePerBoneMotionBlur() constFSkeletalMeshObjectinline
SkeletalMeshRenderDataFSkeletalMeshObjectprotected
SkinCacheEntryFSkeletalMeshObjectprotected
SkinCacheEntryForRayTracingFSkeletalMeshObjectprotected
SkinnedAssetFSkeletalMeshObjectNanite
StatIdFSkeletalMeshObjectprotected
SupportsStaticRelevance() constFSkeletalMeshObjectinline
Update(int32 LODIndex, USkinnedMeshComponent *InComponent, const FMorphTargetWeightMap &InActiveMorphTargets, const TArray< float > &MorphTargetWeights, EPreviousBoneTransformUpdateMode PreviousBoneTransformUpdateMode, const FExternalMorphWeightData &InExternalMorphWeightData)FSkeletalMeshObjectNanite
Update(int32 LODIndex, const FSkinnedMeshSceneProxyDynamicData &InSkeletalMeshDynamicData, const FPrimitiveSceneProxy *InSceneProxy, const USkinnedAsset *InSkinnedAsset, const FMorphTargetWeightMap &InActiveMorphTargets, const TArray< float > &InMorphTargetWeights, EPreviousBoneTransformUpdateMode PreviousBoneTransformUpdateMode, const FExternalMorphWeightData &InExternalMorphWeightData)FSkeletalMeshObjectNanitevirtual
FSkeletalMeshObject::Update(int32 LODIndex, const USkinnedMeshComponent *InMeshComponent, const FMorphTargetWeightMap &InActiveMorphTargets, const TArray< float > &MorphTargetWeights, EPreviousBoneTransformUpdateMode PreviousBoneTransformUpdateMode, const FExternalMorphWeightData &InExternalMorphWeightData)FSkeletalMeshObject
UpdateDynamicData_RenderThread(FRHICommandList &RHICmdList, FGPUSkinCache *GPUSkinCache, FDynamicSkelMeshObjectDataNanite *InDynamicData)FSkeletalMeshObjectNanite
UpdateMinDesiredLODLevel(const FSceneView *View, const FBoxSphereBounds &Bounds)FSkeletalMeshObject
UpdateSkinWeightBuffer(USkinnedMeshComponent *InMeshComponent)FSkeletalMeshObjectNanite
UpdateSkinWeightBuffer(const TArrayView< const FSkelMeshComponentLODInfo > InLODInfo) overrideFSkeletalMeshObjectNanitevirtual
FSkeletalMeshObject::UpdateSkinWeightBuffer(const USkinnedMeshComponent *InMeshComponent)FSkeletalMeshObject
WorkingMaxDistanceFactorFSkeletalMeshObject
WorkingMinDesiredLODLevelFSkeletalMeshObject
WorldScaleFSkeletalMeshObjectprotected
~FDeferredCleanupInterface()FDeferredCleanupInterfaceinlinevirtual
~FSkeletalMeshObject()FSkeletalMeshObjectvirtual
~FSkeletalMeshObjectNanite()FSkeletalMeshObjectNanitevirtual