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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include <Components.h>
Inheritance diagram for FStaticMeshDataType:Public Attributes | |
| FVertexStreamComponent | PositionComponent |
| FVertexStreamComponent | TangentBasisComponents [2] |
| TArray< FVertexStreamComponent, TFixedAllocator< MAX_STATIC_TEXCOORDS/2 > > | TextureCoordinates |
| FVertexStreamComponent | LightMapCoordinateComponent |
| FVertexStreamComponent | ColorComponent |
| FRHIShaderResourceView * | PositionComponentSRV = nullptr |
| FRHIShaderResourceView * | TangentsSRV = nullptr |
| FRHIShaderResourceView * | TextureCoordinatesSRV = nullptr |
| FRHIShaderResourceView * | ColorComponentsSRV = nullptr |
| uint32 | ColorIndexMask = ~0u |
| int8 | LightMapCoordinateIndex = -1 |
| uint8 | NumTexCoords = 0 |
| uint8 | LODLightmapDataIndex = 0 |
| FVertexStreamComponent FStaticMeshDataType::ColorComponent |
The stream to read the vertex color from.
| FRHIShaderResourceView* FStaticMeshDataType::ColorComponentsSRV = nullptr |
A SRV to manually bind and load Colors in the vertex shader.
| uint32 FStaticMeshDataType::ColorIndexMask = ~0u |
| FVertexStreamComponent FStaticMeshDataType::LightMapCoordinateComponent |
The stream to read the shadow map texture coordinates from.
| int8 FStaticMeshDataType::LightMapCoordinateIndex = -1 |
| uint8 FStaticMeshDataType::LODLightmapDataIndex = 0 |
| uint8 FStaticMeshDataType::NumTexCoords = 0 |
| FVertexStreamComponent FStaticMeshDataType::PositionComponent |
The stream to read the vertex position from.
| FRHIShaderResourceView* FStaticMeshDataType::PositionComponentSRV = nullptr |
| FVertexStreamComponent FStaticMeshDataType::TangentBasisComponents[2] |
The streams to read the tangent basis from.
| FRHIShaderResourceView* FStaticMeshDataType::TangentsSRV = nullptr |
| TArray<FVertexStreamComponent, TFixedAllocator<MAX_STATIC_TEXCOORDS / 2> > FStaticMeshDataType::TextureCoordinates |
The streams to read the texture coordinates from.
| FRHIShaderResourceView* FStaticMeshDataType::TextureCoordinatesSRV = nullptr |
A SRV to manually bind and load TextureCoordinates in the vertex shader.