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

#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
 
FRHIShaderResourceViewPositionComponentSRV = nullptr
 
FRHIShaderResourceViewTangentsSRV = nullptr
 
FRHIShaderResourceViewTextureCoordinatesSRV = nullptr
 
FRHIShaderResourceViewColorComponentsSRV = nullptr
 
uint32 ColorIndexMask = ~0u
 
int8 LightMapCoordinateIndex = -1
 
uint8 NumTexCoords = 0
 
uint8 LODLightmapDataIndex = 0
 

Member Data Documentation

◆ ColorComponent

FVertexStreamComponent FStaticMeshDataType::ColorComponent

The stream to read the vertex color from.

◆ ColorComponentsSRV

FRHIShaderResourceView* FStaticMeshDataType::ColorComponentsSRV = nullptr

A SRV to manually bind and load Colors in the vertex shader.

◆ ColorIndexMask

uint32 FStaticMeshDataType::ColorIndexMask = ~0u

◆ LightMapCoordinateComponent

FVertexStreamComponent FStaticMeshDataType::LightMapCoordinateComponent

The stream to read the shadow map texture coordinates from.

◆ LightMapCoordinateIndex

int8 FStaticMeshDataType::LightMapCoordinateIndex = -1

◆ LODLightmapDataIndex

uint8 FStaticMeshDataType::LODLightmapDataIndex = 0

◆ NumTexCoords

uint8 FStaticMeshDataType::NumTexCoords = 0

◆ PositionComponent

FVertexStreamComponent FStaticMeshDataType::PositionComponent

The stream to read the vertex position from.

◆ PositionComponentSRV

FRHIShaderResourceView* FStaticMeshDataType::PositionComponentSRV = nullptr

◆ TangentBasisComponents

FVertexStreamComponent FStaticMeshDataType::TangentBasisComponents[2]

The streams to read the tangent basis from.

◆ TangentsSRV

FRHIShaderResourceView* FStaticMeshDataType::TangentsSRV = nullptr

◆ TextureCoordinates

TArray<FVertexStreamComponent, TFixedAllocator<MAX_STATIC_TEXCOORDS / 2> > FStaticMeshDataType::TextureCoordinates

The streams to read the texture coordinates from.

◆ TextureCoordinatesSRV

FRHIShaderResourceView* FStaticMeshDataType::TextureCoordinatesSRV = nullptr

A SRV to manually bind and load TextureCoordinates in the vertex shader.


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