![]() |
UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
|
#include <SkeletalMeshRenderData.h>
| FSkeletalMeshRenderData::FSkeletalMeshRenderData | ( | ) |
| FSkeletalMeshRenderData::~FSkeletalMeshRenderData | ( | ) |
Check if any render section casts shadows
| SIZE_T FSkeletalMeshRenderData::GetCPUAccessMemoryOverhead | ( | ) | const |
Get the estimated memory overhead of buffers marked as NeedsCPUAccess.
Return first valid LOD index starting at MinLODIdx.
| int32 FSkeletalMeshRenderData::GetMaxBonesPerSection | ( | ) | const |
Computes the maximum number of bones per section used to render this mesh.
Computes the maximum number of bones per section used to render this mesh starting at MinLODIdx.
| uint32 FSkeletalMeshRenderData::GetNumBoneInfluences | ( | ) | const |
Returns the number of bone influences per vertex.
Returns the number of bone influences per vertex starting at MinLODIdx.
|
inline |
Return the pending first LOD that can be used for rendering starting at MinLODIdx. This takes into account the streaming status from PendingFirstLODIdx, and MinLODIdx is expected to be USkeletalMesh::MinLOD, which is platform specific.
Return the pending first LODIdx that can be used.
| void FSkeletalMeshRenderData::GetResourceSizeEx | ( | FResourceSizeEx & | CumulativeResourceSize | ) |
Return the resource size
| bool FSkeletalMeshRenderData::HasValidNaniteData | ( | ) | const |
| void FSkeletalMeshRenderData::InitResources | ( | bool | bNeedsVertexColors, |
| USkinnedAsset * | Owner | ||
| ) |
Initializes rendering resources.
Initializes the static ray tracing geometry for the specified LOD (if necessary).
|
inline |
| void FSkeletalMeshRenderData::ReleaseResources | ( | ) |
Releases rendering resources.
Releases the static ray tracing geometry for the specified LOD (if it's the last reference).
| bool FSkeletalMeshRenderData::RequiresCPUSkinning | ( | ERHIFeatureLevel::Type | FeatureLevel | ) | const |
Returns true if this resource must be skinned on the CPU for the given feature level.
| bool FSkeletalMeshRenderData::RequiresCPUSkinning | ( | ERHIFeatureLevel::Type | FeatureLevel, |
| int32 | MinLODIdx | ||
| ) | const |
Returns true if this resource must be skinned on the CPU for the given feature level starting at MinLODIdx
| void FSkeletalMeshRenderData::Serialize | ( | FArchive & | Ar, |
| USkinnedAsset * | Owner | ||
| ) |
Serialize to/from the specified archive..
| bool FSkeletalMeshRenderData::bReadyForStreaming |
True if rhi resources are initialized
| bool FSkeletalMeshRenderData::bSupportRayTracing |
Whether ray tracing acceleration structures should be created for this mesh. Derived from owner USkinnedAsset.
| uint8 FSkeletalMeshRenderData::CurrentFirstLODIdx |
[RenderThread] Index of the most detailed valid LOD.
| uint8 FSkeletalMeshRenderData::LODBiasModifier |
Runtime LOD bias modifier for this skeletal mesh
| TIndirectArray<FSkeletalMeshLODRenderData> FSkeletalMeshRenderData::LODRenderData |
Per-LOD render data.
| TPimplPtr<Nanite::FResources> FSkeletalMeshRenderData::NaniteResourcesPtr |
Nanite resource data.
| uint8 FSkeletalMeshRenderData::NumInlinedLODs |
Const after serialization.
| uint8 FSkeletalMeshRenderData::NumNonOptionalLODs |
Const after serialization.
| uint8 FSkeletalMeshRenderData::PendingFirstLODIdx |
[GameThread/RenderThread] Future value of CurrentFirstLODIdx.