#include <StaticMeshComponentLODInfo.h>
◆ FStaticMeshComponentLODInfo() [1/2]
| FStaticMeshComponentLODInfo::FStaticMeshComponentLODInfo |
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◆ FStaticMeshComponentLODInfo() [2/2]
| FStaticMeshComponentLODInfo::FStaticMeshComponentLODInfo |
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UStaticMeshComponent * |
InOwningComponent | ) |
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◆ ~FStaticMeshComponentLODInfo()
| FStaticMeshComponentLODInfo::~FStaticMeshComponentLODInfo |
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◆ BeginReleaseOverrideVertexColors()
| void FStaticMeshComponentLODInfo::BeginReleaseOverrideVertexColors |
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Enqueues a rendering command to release the vertex colors. The game thread must block until the rendering thread has processed the command before deleting OverrideVertexColors.
◆ CleanUp()
| void FStaticMeshComponentLODInfo::CleanUp |
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Delete existing resources
◆ CreateMapBuildDataId()
| bool FStaticMeshComponentLODInfo::CreateMapBuildDataId |
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int32 |
LodIndex | ) |
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Ensure this LODInfo has a valid OriginalMapBuildDataId GUID.
- Parameters
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| LodIndex | Index of the LOD this LODInfo represents. |
- Returns
- true if a new GUID was created, false otherwise.
◆ ExportText()
| void FStaticMeshComponentLODInfo::ExportText |
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FString & |
ValueStr | ) |
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Methods for importing and exporting the painted vertex array to text
◆ ImportText()
| void FStaticMeshComponentLODInfo::ImportText |
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const TCHAR ** |
SourceText | ) |
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◆ ReleaseOverrideVertexColorsAndBlock()
| void FStaticMeshComponentLODInfo::ReleaseOverrideVertexColorsAndBlock |
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◆ ReleaseResources()
| void FStaticMeshComponentLODInfo::ReleaseResources |
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◆ operator<<
◆ LegacyMapBuildData
Used during deserialization to temporarily store legacy lightmap data.
◆ MapBuildDataId
| FGuid FStaticMeshComponentLODInfo::MapBuildDataId |
Uniquely identifies this LOD's built map data, a combination of OriginalMapBuildDataID and the ActorInstanceID
◆ OriginalMapBuildDataId
| FGuid FStaticMeshComponentLODInfo::OriginalMapBuildDataId |
Uniquely identifies this LOD's built map data.
◆ OverrideMapBuildData
Transient override lightmap data, used by landscape grass. Be sure to add your component to UMapBuildDataRegistry::CleanupTransientOverrideMapBuildData() for proper cleanup so that you don't get stale rendering resource references if the underlying MapBuildData is gone (lighting scenario changes, new static lighting build, etc.)
◆ OverrideVertexColors
Vertex colors to use for this mesh LOD
◆ OwningComponent
| class UStaticMeshComponent* FStaticMeshComponentLODInfo::OwningComponent |
Owner of this FStaticMeshComponentLODInfo Warning, can be NULL for a component created via SpawnActor off of a blueprint default (LODData will be created without a call to SetLODDataCount).
◆ PaintedVertices
Vertex data cached at the time this LOD was painted, if any
The documentation for this struct was generated from the following files: