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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include <StaticMeshResources.h>
Public Member Functions | |
| ENGINE_API | FStaticMeshComponentRecreateRenderStateContext (UStaticMesh *InStaticMesh, bool InUnbuildLighting=true, bool InRefreshBounds=false) |
| ENGINE_API | FStaticMeshComponentRecreateRenderStateContext (const TArray< UStaticMesh * > &InStaticMeshes, bool InUnbuildLighting=true, bool InRefreshBounds=false) |
| ENGINE_API const TArray< UStaticMeshComponent * > & | GetComponentsUsingMesh (UStaticMesh *StaticMesh) const |
| ENGINE_API | ~FStaticMeshComponentRecreateRenderStateContext () |
FStaticMeshComponentRecreateRenderStateContext - Destroys render state for all StaticMeshComponents using a given StaticMesh and recreates them when it goes out of scope. Used to ensure stale rendering data isn't kept around in the components when importing over or rebuilding an existing static mesh.
| FStaticMeshComponentRecreateRenderStateContext::FStaticMeshComponentRecreateRenderStateContext | ( | UStaticMesh * | InStaticMesh, |
| bool | InUnbuildLighting = true, |
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| bool | InRefreshBounds = false |
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| ) |
Initialization constructor.
| FStaticMeshComponentRecreateRenderStateContext::FStaticMeshComponentRecreateRenderStateContext | ( | const TArray< UStaticMesh * > & | InStaticMeshes, |
| bool | InUnbuildLighting = true, |
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| bool | InRefreshBounds = false |
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| ) |
Initialization constructor.
| FStaticMeshComponentRecreateRenderStateContext::~FStaticMeshComponentRecreateRenderStateContext | ( | ) |
Destructor: recreates render state for all components that had their render states destroyed in the constructor.
| const TArray< UStaticMeshComponent * > & FStaticMeshComponentRecreateRenderStateContext::GetComponentsUsingMesh | ( | UStaticMesh * | StaticMesh | ) | const |
Get all static mesh components that are using the provided static mesh.
| StaticMesh | The static mesh from which you want to obtain a list of components. |