UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
FStaticMeshComponentLODInfo Struct Reference

#include <StaticMeshComponentLODInfo.h>

Public Member Functions

 FStaticMeshComponentLODInfo ()
 
 FStaticMeshComponentLODInfo (UStaticMeshComponent *InOwningComponent)
 
ENGINE_API ~FStaticMeshComponentLODInfo ()
 
void CleanUp ()
 
ENGINE_API bool CreateMapBuildDataId (int32 LodIndex)
 
ENGINE_API void BeginReleaseOverrideVertexColors ()
 
ENGINE_API void ReleaseOverrideVertexColorsAndBlock ()
 
void ReleaseResources ()
 
void ExportText (FString &ValueStr)
 
void ImportText (const TCHAR **SourceText)
 

Public Attributes

FGuid OriginalMapBuildDataId
 
FGuid MapBuildDataId
 
FMeshMapBuildDataLegacyMapBuildData
 
TUniquePtr< FMeshMapBuildDataOverrideMapBuildData
 
TArray< struct FPaintedVertexPaintedVertices
 
FColorVertexBufferOverrideVertexColors
 
class UStaticMeshComponent * OwningComponent
 

Friends

FArchiveoperator<< (FArchive &Ar, FStaticMeshComponentLODInfo &I)
 

Constructor & Destructor Documentation

◆ FStaticMeshComponentLODInfo() [1/2]

FStaticMeshComponentLODInfo::FStaticMeshComponentLODInfo ( )

Default constructor

◆ FStaticMeshComponentLODInfo() [2/2]

FStaticMeshComponentLODInfo::FStaticMeshComponentLODInfo ( UStaticMeshComponent *  InOwningComponent)

◆ ~FStaticMeshComponentLODInfo()

FStaticMeshComponentLODInfo::~FStaticMeshComponentLODInfo ( )

Destructor

Member Function Documentation

◆ BeginReleaseOverrideVertexColors()

void FStaticMeshComponentLODInfo::BeginReleaseOverrideVertexColors ( )

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 ( )

Delete existing resources

◆ CreateMapBuildDataId()

bool FStaticMeshComponentLODInfo::CreateMapBuildDataId ( int32  LodIndex)

Ensure this LODInfo has a valid OriginalMapBuildDataId GUID.

Parameters
LodIndexIndex of the LOD this LODInfo represents.
Returns
true if a new GUID was created, false otherwise.

◆ ExportText()

void FStaticMeshComponentLODInfo::ExportText ( FString &  ValueStr)

Methods for importing and exporting the painted vertex array to text

◆ ImportText()

void FStaticMeshComponentLODInfo::ImportText ( const TCHAR **  SourceText)

◆ ReleaseOverrideVertexColorsAndBlock()

void FStaticMeshComponentLODInfo::ReleaseOverrideVertexColorsAndBlock ( )

◆ ReleaseResources()

void FStaticMeshComponentLODInfo::ReleaseResources ( )

Friends And Related Symbol Documentation

◆ operator<<

FArchive & operator<< ( FArchive Ar,
FStaticMeshComponentLODInfo I 
)
friend

Serializer.

Member Data Documentation

◆ LegacyMapBuildData

FMeshMapBuildData* FStaticMeshComponentLODInfo::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

TUniquePtr<FMeshMapBuildData> FStaticMeshComponentLODInfo::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

FColorVertexBuffer* FStaticMeshComponentLODInfo::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

TArray<struct FPaintedVertex> FStaticMeshComponentLODInfo::PaintedVertices

Vertex data cached at the time this LOD was painted, if any


The documentation for this struct was generated from the following files: