description: Called when a primitive streaming data needs to be updated.

code: virtual void NotifyPrimitiveUpdated ( const [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * Primitive )


description: Removes aULevelfrom the streaming manager.

module: Engine

code: virtual void RemoveLevel ( class [ULevel](API\Runtime\Engine\Engine\ULevel) * Level )


description: Request rebuild of the cached render state for the given handle

code: void RequestUpdateCachedRenderState ( const [UStreamableRenderAsset](API\Runtime\Engine\Engine\UStreamableRenderAsset) * RenderAsset )


description: Don't stream world resources for the next NumFrames.

code: virtual void SetDisregardWorldResourcesForFrames ( int32 NumFrames )


code: void UnregisterRenderAsset ( [UStreamableRenderAsset](API\Runtime\Engine\Engine\UStreamableRenderAsset) * RenderAsset )


description: Process all the used streaming handles used by all the scene renderers and find out the new state of the registered resources - called on RenderThread

code: void UpdateResourceStates()


description: Updates streaming, taking into account all current view infos. Can be called multiple times per frame.

code: virtual void UpdateResourceStreaming ( float DeltaTime, bool bProcessEverything )


className: FCoarseMeshStreamingManager

code: class FCoarseMeshStreamingManager : public [IStreamingManager](API\Runtime\Engine\IStreamingManager)


description:
Appends the specified vertices to the end of the buffer
true if append operation is successful

code: bool AppendVertices ( const [FStaticMeshBuildVertex](API\Runtime\Engine\FStaticMeshBuildVertex) * Vertices, const uint32 NumVerticesToAppend )


code: static void BindDefaultColorVertexBuffer ( const class [FVertexFactory](API\Runtime\RenderCore\FVertexFactory) * VertexFactory, struct [FStaticMeshDataType](API\Runtime\Engine\FStaticMeshDataType) & StaticMeshData, [NullBindStride](API\Runtime\Engine\Rendering\FColorVertexBuffer\NullBindStride) BindStride )


code: void BindColorVertexBuffer ( const class [FVertexFactory](API\Runtime\RenderCore\FVertexFactory) * VertexFactory, struct [FStaticMeshDataType](API\Runtime\Engine\FStaticMeshDataType) & StaticMeshData ) const


description: Delete existing resources

code: void CleanUp()


description: Export the data to a string, used for editor Copy&Paste.

code: void ExportText ( [FString](API\Runtime\Core\Containers\FString) & ValueStr ) const


code: FBufferRHIRef CreateRHIBuffer_Async()


description: Create an RHI vertex buffer with CPU data. CPU data may be discarded after creation (seeTResourceArray::Discard)


code: [FRHIShaderResourceView](API\Runtime\RHI\FRHIShaderResourceView) * GetColorComponentsSRV() const


description: Useful for memory profiling.

code: uint32 GetAllocatedSize() const


description: The resource's friendly name. Typically aUObjectname.

code: virtual [FString](API\Runtime\Core\Containers\FString) GetFriendlyName() const


description: Other accessors.

code: uint32 GetStride() const


description: Gets all vertex colors in the buffer

code: void GetVertexColors ( [TArray](API\Runtime\Core\Containers\TArray)< [FColor](API\Runtime\Core\Math\FColor) > & OutColors ) const


code: const void * GetVertexData() const


description:
Export the data from a string, used for editor Copy&Paste.
Export the data from a string, used for editor Copy&Paste.

code: void ImportText ( const TCHAR * SourceText )


code: void Init ( uint32 InNumVertices, bool bNeedsCPUAccess )


description: Initializes the buffer with the given vertices, used to convert legacy layouts.

code: void Init ( const [TArray](API\Runtime\Core\Containers\TArray)< [FStaticMeshBuildVertex](API\Runtime\Engine\FStaticMeshBuildVertex) > & InVertices, bool bNeedsCPUAccess )


code: void Init ( const [FConstMeshBuildVertexView](API\Runtime\Engine\FConstMeshBuildVertexView) & InVertices, bool bNeedsCPUAccess )


description: Load from raw color array.

code: void InitFromColorArray ( const [TArray](API\Runtime\Core\Containers\TArray)< [FColor](API\Runtime\Core\Math\FColor) > & InColors )


description: Initializes this vertex buffer with the contents of the given vertex buffer.

code: void Init ( const [FColorVertexBuffer](API\Runtime\Engine\Rendering\FColorVertexBuffer) & InVertexBuffer, bool bNeedsCPUAccess )


description: Load from single color.

code: void InitFromSingleColor ( const [FColor](API\Runtime\Core\Math\FColor) & InColor, uint32 Count )


description:
Load from a array of colors
Load from raw color array

code: void InitFromColorArray ( const [FColor](API\Runtime\Core\Math\FColor) * InColors, uint32 Count, uint32 Stride, bool bNeedsCPUAccess )


description: Initializes the RHI resources used by this resource. Called when entering the state where both the resource and the RHI have been initialized. This is only called by the rendering thread.

code: virtual void InitRHI ( [FRHICommandListBase](API\Runtime\RHI\FRHICommandListBase) & RHICmdList )


description: Similar to Init/ReleaseRHI but only update existing SRV so references to the SRV stays valid

code: void InitRHIForStreaming ( [FRHIBuffer](API\Runtime\RHI\FRHIBuffer) * IntermediateBuffer, [FRHIResourceUpdateBatcher](API\Runtime\RHI\FRHIResourceUpdateBatcher) & Batcher )


className: NullBindStride

code: enum NullBindStride { FColorSizeForComponentOverride, ZeroForDefaultBufferBind, }


description: Specialized assignment operator, only used when importing LOD's.

code: void operator= ( const [FColorVertexBuffer](API\Runtime\Engine\Rendering\FColorVertexBuffer) & Other )


description: Releases the RHI resources used by this resource. Called when leaving the state where both the resource and the RHI have been initialized. This is only called by the rendering thread.

code: virtual void ReleaseRHI()


code: void ReleaseRHIForStreaming ( [FRHIResourceUpdateBatcher](API\Runtime\RHI\FRHIResourceUpdateBatcher) & Batcher )


code: void SerializeMetaData ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


description: Serializer

code: void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar, bool bNeedsCPUAccess )


code: [FColor](API\Runtime\Core\Math\FColor) & VertexColor ( uint32 VertexIndex )


code: const [FColor](API\Runtime\Core\Math\FColor) & VertexColor ( uint32 VertexIndex ) const


description: Default constructor.

code: FColorVertexBuffer()


description: Purposely hidden

code: FColorVertexBuffer &40; const FColorVertexBuffer & rhs &41;


description: Destructor.

code: ~FColorVertexBuffer()


className: FColorVertexBuffer

description: A vertex buffer of colors.

code: class FColorVertexBuffer : public [FVertexBuffer](API\Runtime\RenderCore\FVertexBuffer)


code: bool operator() ( [FIndexAndZ](API\Runtime\Engine\Rendering\FIndexAndZ) const & A, [FIndexAndZ](API\Runtime\Engine\Rendering\FIndexAndZ) const & B ) const


description: Destructor

code: ~FDummySkeletalMeshVertexBuffer()


code: virtual [FString](API\Runtime\Core\Containers\FString) GetFriendlyName() const


className: FDummySkeletalMeshVertexBuffer

description: Vertex buffer with static lod chunk vertices for use with GPU skinning

code: class FDummySkeletalMeshVertexBuffer

SRVValue

type: FShaderResource...

description: Guaranteed only to be valid if the vertex buffer is valid


code: virtual void InitRHI ( [FRHICommandListBase](API\Runtime\RHI\FRHICommandListBase) & RHICmdList )


code: void Init ( const int32 NumVertices, const [TMap](API\Runtime\Core\Containers\TMap)< int32, [TArray](API\Runtime\Core\Containers\TArray)< int32 >> & OverlappingVertices )


className: FCompareIndexAndZ

description: Sorting function for vertex Z/index pairs.

code: struct FCompareIndexAndZ


description: Keep CPU copy in editor for geometry operations.

code: FDuplicatedVerticesBuffer()


description: Destructor.

code: virtual ~FDuplicatedVerticesBuffer()


className: FDuplicatedVerticesBuffer

code: class FDuplicatedVerticesBuffer : public [FRenderResource](API\Runtime\RenderCore\FRenderResource)

bHasOverlappingVertices

type: bool

DuplicatedVerticesIndexBuffer

type: FVertexBufferAn...

DupVertData

type: TSkeletalMeshVe...


code: [FClusterFixup](API\Runtime\Engine\Rendering\FClusterFixup) & GetClusterFixup ( uint32 Index ) const


code: [FHierarchyFixup](API\Runtime\Engine\Rendering\FHierarchyFixup) & GetHierarchyFixup ( uint32 Index ) const


code: uint32 GetPageDependencyNum() const


code: uint32 GetPageDependencyStart() const


code: FHierarchyFixup ( uint32 InPageIndex, uint32 NodeIndex, uint32 ChildIndex, uint32 InClusterGroupPartStartIndex, uint32 PageDependencyStart, uint32 PageDependencyNum )


className: FHierarchyFixup

code: class FHierarchyFixup


description: Default constructor.

code: FIndexAndZ()


description: Initialization constructor.

code: FIndexAndZ ( int32 InIndex, FVector3f V )


className: FIndexAndZ

description: Helper struct for building acceleration structures.

code: struct FIndexAndZ

Z

type: float


className: FIndexLengthPair

code: struct FIndexLengthPair


description: Return the cache count of vertices and triangles.

code: void GetCacheGeometryInfo ( uint32 & LODVertexCount, uint32 & LODTriCount ) const


description: Caching those value since this is a slow operation to load the bulk data to retrieve the original geometry information

code: void SetCacheGeometryInfo ( const [FSkeletalMeshLODModel](API\Runtime\Engine\Rendering\FSkeletalMeshLODModel) & SourceLODModel )


code: void SetCacheGeometryInfo ( uint32 LODVertexCount, uint32 LODTriCount )


className: FInlineReductionCacheData

code: struct FInlineReductionCacheData


className: FJointPos

description: A bone: an orientation, and a position, all relative to their parent.

code: struct FJointPos

Length

description: For collision testing / debug drawing...


code: typedef [TLocation](API\Runtime\Engine\Rendering\TLocation)< int32 > FLocation32


code: typedef [TLocation](API\Runtime\Engine\Rendering\TLocation)< int64 > FLocation64


code: typedef [TLocation](API\Runtime\Engine\Rendering\TLocation)< int8 > FLocation8


className: FMaterial

description: Raw data material.

code: struct FMaterial

Material

type: TWeakObjectPtr<...

description: The actual material created on import or found among existing materials, this member is not serialize, importer can found back the material

MaterialImportName

type: FString

description: The material name found by the importer


className: FMeshFace

code: struct FMeshFace

iWedge

description: Textured Vertex indices.

MeshMaterialIndex

description: Source Material (= texture plus unique flags) index.

SmoothingGroups

description: 32-bit flag for smoothing groups.


className: FMeshInfo

description: Some information per individual mesh, as appearing in the source asset. This could store the data for say meshes "UpperBody", "Legs", "Hat", etc.

code: struct FMeshInfo

Name

type: FName


code: static const float CalculatePositionPrecision ( float TargetPositionErrorTolerance )


code: uint32 GetBatchStartOffset ( uint32 Index ) const


code: const FVector4f & GetMaximumMorphScale ( uint32 Index ) const


code: uint64 GetMorphDataSizeInBytes() const


description: Deprecated* GetMaximumThreadGroupSize will be removed as it is no longer used.


code: const FVector4f & GetMinimumMorphScale ( uint32 Index ) const


code: uint32 GetNumBatches ( uint32 index ) const


code: const float GetTangentZPrecision() const


code: void InitMorphResources ( EShaderPlatform ShaderPlatform, const [TArray](API\Runtime\Core\Containers\TArray)< [FSkelMeshRenderSection](API\Runtime\Engine\Rendering\FSkelMeshRenderSection) > & RenderSections, const [TArray](API\Runtime\Core\Containers\TArray)< [UMorphTarget](API\Runtime\Engine\Animation\UMorphTarget) * > & MorphTargets, int NumVertices, int32 LODIndex, float TargetPositionErrorTolerance )


description: Initializes the RHI resources used by this resource. Called when entering the state where both the resource and the RHI have been initialized. This is only called by the rendering thread.

code: virtual void InitRHI ( [FRHICommandListBase](API\Runtime\RHI\FRHICommandListBase) & RHICmdList )


code: const float GetPositionPrecision() const


code: static bool IsPlatformShaderSupported ( EShaderPlatform ShaderPlatform )


code: virtual void ReleaseRHI()


code: void SetEmptyMorphCPUDataOnInitRHI ( bool bEmpty )


code: void ValidateVertexBuffers ( bool bMorphTargetsShouldBeValid )


code: void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


className: FMorphTargetVertexInfoBuffers

code: class FMorphTargetVertexInfoBuffers : public [FRenderResource](API\Runtime\RenderCore\FRenderResource)

BatchesPerMorph

type: TArray< uint32 ...

MaximumValuePerMorph

type: TArray< FVector...

description: X,y,y separate for position and shared w for tangent

MorphData

type: TResourceArray<...

description: Transient data. Gets deleted as soon as the GPU resource has been initialized (unless excplicitly disabled by bEmptyMorphCPUDataOnInitRHI).

MorphDataBuffer

type: FBufferRHIRef


description:
Access the singleton instance for motion vector simulation
the singleton instance

code: static [FMotionVectorSimulation](API\Runtime\Engine\Rendering\FMotionVectorSimulation) & Get()


description: Clear the simulated previous transform for the specified component

code: void ClearPreviousTransform ( [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * Component )


description:
Previous simulated transforms are only valid for the frame on which they were added, and are removed on the next frame
True if OutTransform was overwritten with a valid transform, false otherwise.

code: bool GetPreviousTransform ( [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * Component, FTransform * OutTransform ) const


description:
Previous simulated transforms are only valid for the frame on which they were added, and are removed on the next frame
An optional transform that is set if the specified component has a previous simulated transform, otherwise an empty optional.

code: [TOptional](API\Runtime\Core\IO\TOptional)< FTransform > GetPreviousTransform ( [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * Component ) const


description:
Check whether motion vector simulation is enabled. When disabled, no transforms will be returned.
Whether motion vector simulation is currently enabled or not.

code: static bool IsEnabled()


description: Called whenUObjectArray is being shut down, this is where all listeners should be removed from it


description: Previous simulated transforms are only valid for the frame on which they were added, and are removed on the next frame

code: void SetPreviousTransform ( [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * Component, const FTransform & SimulatedPreviousTransform )


className: FMotionVectorSimulation

description: No destructors are accessible with public or protected access.

code: class FMotionVectorSimulation : public [FTickableGameObject](API\Runtime\Engine\FTickableGameObject), public [FUObjectArray::FUObjectDeleteListener](API\Runtime\CoreUObject\UObject\FUObjectArray\FUObjectDeleteListener)


description: Populates the index buffer with a new set of indices

code: void CopyIndexBuffer ( const [TArray](API\Runtime\Core\Containers\TArray)< uint32 > & NewArray )


description: Creates a new index buffer

code: void CreateIndexBuffer ( uint8 DataTypeSize )


description: Accessors

code: uint8 GetDataTypeSize() const


code: FBufferRHIRef CreateRHIBuffer_Async()


code: const [FRawStaticIndexBuffer16or32Interface](API\Runtime\Engine\FRawStaticIndexBuffer16or32Inter-) * GetIndexBuffer() const


description: Returns a 32 bit version of the index buffer

code: void GetIndexBuffer ( [TArray](API\Runtime\Core\Containers\TArray)< uint32 > & OutArray ) const


description: Retrieves index buffer related data

code: void GetIndexBufferData ( [FMultiSizeIndexContainerData](API\Runtime\Engine\Rendering\FMultiSizeIndexContainerData) & OutData ) const


description: Initialize the index buffer's render resources.

code: void InitResources()


code: void InitRHIForStreaming ( [FRHIBuffer](API\Runtime\RHI\FRHIBuffer) * IntermediateBuffer, [FRHIResourceUpdateBatcher](API\Runtime\RHI\FRHIResourceUpdateBatcher) & Batcher )


code: [FMultiSizeIndexContainer](API\Runtime\Engine\Rendering\FMultiSizeIndexContainer) & operator= ( const [FMultiSizeIndexContainer](API\Runtime\Engine\Rendering\FMultiSizeIndexContainer) & Buffer )


description: Releases the index buffer's render resources.

code: void ReleaseResources()


description: Repopulates the index buffer

code: void RebuildIndexBuffer ( uint8 InDataTypeSize, const [TArray](API\Runtime\Core\Containers\TArray)< uint32 > & NewArray )


code: void ReleaseRHIForStreaming ( [FRHIResourceUpdateBatcher](API\Runtime\RHI\FRHIResourceUpdateBatcher) & Batcher )


description: Serialization.

code: void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar, bool bNeedsCPUAccess )


code: void SerializeMetaData ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar, bool bNeedsCPUAccess )


description: SetOwnerName should be called before BeginInitResources for the owner name to be successfully tracked.

code: void SetOwnerName ( const [FName](API\Runtime\Core\UObject\FName) & OwnerName )


code: FMultiSizeIndexContainer ( const [FMultiSizeIndexContainer](API\Runtime\Engine\Rendering\FMultiSizeIndexContainer) & Other )


className: FMultiSizeIndexContainer

description: Skeletal mesh index buffers are 16 bit by default and 32 bit when called for. This class adds a level of abstraction on top of the index buffers so that we can treat them all as 32 bit.

code: class FMultiSizeIndexContainer


className: FMultiSizeIndexContainerData

code: struct FMultiSizeIndexContainerData


code: FOctreeQueryHelper ( const TWedgeInfoPosOctree * InWedgePosOctree )


description: SearchPosition: The reference vertex position use to search the wedges OutNearestWedges: The nearest wedge indexes to SearchPosition

code: void FindNearestWedgeIndexes ( const FVector3f & SearchPosition, [TArray](API\Runtime\Core\Containers\TArray)< [FWedgeInfo](API\Runtime\Engine\Rendering\FWedgeInfo) > & OutNearestWedges )


className: FOctreeQueryHelper

code: class FOctreeQueryHelper


code: uint32 GetBitsPerAttribute() const


code: uint32 GetTangentPrecision() const


code: void SetBitsPerAttribute ( uint32 Bits )


code: void SetAttributeOffset ( uint32 Offset )


code: void SetBitsPerIndex ( uint32 BitsPerIndex )


code: void SetColorBitsB ( uint32 NumBits )


code: void SetColorBitsA ( uint32 NumBits )


code: void SetColorBitsG ( uint32 NumBits )


code: void SetColorBitsR ( uint32 NumBits )


code: void SetDecodeInfoOffset ( uint32 Offset )


code: void SetGroupIndex ( uint32 GroupIndex )


code: void SetHasTangents ( bool bHasTangents )


code: void SetIndexOffset ( uint32 Offset )


code: void SetNormalPrecision ( uint32 NumBits )


code: void SetNumTris ( uint32 NumTris )


code: void SetNumVerts ( uint32 NumVerts )


code: void SetPosBitsX ( uint32 NumBits )


code: void SetPosBitsY ( uint32 NumBits )


code: void SetPosBitsZ ( uint32 NumBits )


code: void SetPositionOffset ( uint32 Offset )


code: void SetPosPrecision ( int32 Precision )


code: void SetTangentPrecision ( uint32 NumBits )


code: void SetVertResourceBatchInfo ( [TArray](API\Runtime\Core\Containers\TArray)< uint32 > & BatchInfo, uint32 GpuPageOffset, uint32 NumMaterialRanges )


className: FPackedHierarchyNode

code: struct FPackedHierarchyNode


className: FPackedCluster

description: Packed Cluster as it is used by the GPU.

code: struct FPackedCluster

description: Members needed by materials.

LODBounds

description: Members needed for culling.

description: Members needed for rasterization.

PosStart

type: FIntVector


code: bool operator== ( const [FPageKey](API\Runtime\Engine\Rendering\FPageKey) & Other ) const


code: bool operator< ( const [FPageKey](API\Runtime\Engine\Rendering\FPageKey) & Other ) const


code: bool operator!= ( const [FPageKey](API\Runtime\Engine\Rendering\FPageKey) & Other ) const


className: FPageStreamingState

code: struct FPageStreamingState


className: FPoint

description: Points: regular FVectors (for now..)

code: struct FPoint


className: FPositionVertex

description: A vertex that stores just position.

code: struct FPositionVertex


description:
Appends the specified vertices to the end of the buffer
true if append operation is successful

code: bool AppendVertices ( const [FStaticMeshBuildVertex](API\Runtime\Engine\FStaticMeshBuildVertex) * Vertices, const uint32 NumVerticesToAppend )


code: void BindPositionVertexBuffer ( const class [FVertexFactory](API\Runtime\RenderCore\FVertexFactory) * VertexFactory, struct [FStaticMeshDataType](API\Runtime\Engine\FStaticMeshDataType) & Data ) const


description: Delete existing resources

code: void CleanUp()


code: FBufferRHIRef CreateRHIBuffer_Async()


description: Create an RHI vertex buffer with CPU data. CPU data may be discarded after creation (seeTResourceArray::Discard)


description: The resource's friendly name. Typically aUObjectname.

code: virtual [FString](API\Runtime\Core\Containers\FString) GetFriendlyName() const


code: [FRHIShaderResourceView](API\Runtime\RHI\FRHIShaderResourceView) * GetSRV() const


description: Other accessors.

code: uint32 GetStride() const


code: const void * GetVertexData() const


code: void Init ( uint32 NumVertices, bool bInNeedsCPUAccess )


description: Initializes the buffer with the given vertices, used to convert legacy layouts.

code: void Init ( const [TArray](API\Runtime\Core\Containers\TArray)< [FStaticMeshBuildVertex](API\Runtime\Engine\FStaticMeshBuildVertex) > & InVertices, bool bInNeedsCPUAccess )


code: void Init ( const [FConstMeshBuildVertexView](API\Runtime\Engine\FConstMeshBuildVertexView) & InVertices, bool bInNeedsCPUAccess )


description: Initializes this vertex buffer with the contents of the given vertex buffer.

code: void Init ( const [FPositionVertexBuffer](API\Runtime\Engine\Rendering\FPositionVertexBuffer) & InVertexBuffer, bool bInNeedsCPUAccess )


code: void Init ( const [TArray](API\Runtime\Core\Containers\TArray)< FVector3f > & InPositions, bool bInNeedsCPUAccess )


description: Initializes the RHI resources used by this resource. Called when entering the state where both the resource and the RHI have been initialized. This is only called by the rendering thread.

code: virtual void InitRHI ( [FRHICommandListBase](API\Runtime\RHI\FRHICommandListBase) & RHICmdList )


description: Similar to Init/ReleaseRHI but only update existing SRV so references to the SRV stays valid

code: void InitRHIForStreaming ( [FRHIBuffer](API\Runtime\RHI\FRHIBuffer) * IntermediateBuffer, [FRHIResourceUpdateBatcher](API\Runtime\RHI\FRHIResourceUpdateBatcher) & Batcher )


description: Specialized assignment operator, only used when importing LOD's.

code: void operator= ( const [FPositionVertexBuffer](API\Runtime\Engine\Rendering\FPositionVertexBuffer) & Other )


description: Releases the RHI resources used by this resource. Called when leaving the state where both the resource and the RHI have been initialized. This is only called by the rendering thread.

code: virtual void ReleaseRHI()


code: void ReleaseRHIForStreaming ( [FRHIResourceUpdateBatcher](API\Runtime\RHI\FRHIResourceUpdateBatcher) & Batcher )


description: Serializer

code: void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar, bool bInNeedsCPUAccess )


code: void SerializeMetaData ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


description: Vertex data accessors.

code: FVector3f & VertexPosition ( uint32 VertexIndex )


code: const FVector3f & VertexPosition ( uint32 VertexIndex ) const


description: Default constructor.

code: FPositionVertexBuffer()


description: Destructor.

code: ~FPositionVertexBuffer()


className: FPositionVertexBuffer

description: A vertex buffer of positions.

code: class FPositionVertexBuffer : public [FVertexBuffer](API\Runtime\RenderCore\FVertexBuffer)


className: FRawBoneInfluence

description: Raw data bone influence.

code: struct FRawBoneInfluence


description: Empty the bulk data.

code: void EmptyBulkData()


code: const FByteBulkData & GetBulkData() const


description: Retrieve a string uniquely identifying the contents of this bulk data.


description: Returns true if the last import version is enough to use the new build system. WE cannot rebuild asset if we did not previously store the data

code: bool IsBuildDataAvailable() const


description: Returns true if no bulk data is available for this mesh.

code: bool IsEmpty() const


description: Load the raw mesh from bulk data.

code: void LoadRawMesh ( [FSkeletalMeshImportData](API\Runtime\Engine\Rendering\FSkeletalMeshImportData) & OutMesh )


description: Store a new raw mesh in the bulk data.

code: void SaveRawMesh ( [FSkeletalMeshImportData](API\Runtime\Engine\Rendering\FSkeletalMeshImportData) & InMesh )


description: Serialization.

code: void Serialize ( class [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar, class [UObject](API\Runtime\CoreUObject\UObject\UObject) * Owner )


description: Static function helper to serialize an array of Raw source data.

code: static void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar, [TArray](API\Runtime\Core\Containers\TArray)< [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FRawSkeletalMeshBulkData](API\Runtime\Engine\Rendering\FRawSkeletalMeshBulkData) >> & RawSkeltalMeshBulkDatas, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Owner )


description: Uses a hash as the GUID, useful to prevent creating new GUIDs on load for legacy assets.

code: void UseHashAsGuid ( class [UObject](API\Runtime\CoreUObject\UObject\UObject) * Owner )


description: Default constructor.

code: FRawSkeletalMeshBulkData()


className: FRawSkeletalMeshBulkData

description: Bulk data storage for raw meshes.

code: class FRawSkeletalMeshBulkData

GeoImportVersion

type: ESkeletalMeshGe...

description: The last geo imported version, we use this flag to know if we have some data or not.

SkinningImportVersion

type: ESkeletalMeshSk...

description: The last skinning imported version, we use this flag to know if we have some data or not.


description: Caching those value since this is a slow operation to load the bulk data to retrieve the original geometry information

code: void CacheGeometryInfo ( const [FSkeletalMeshLODModel](API\Runtime\Engine\Rendering\FSkeletalMeshLODModel) & SourceLODModel )


description: Return the number of vertices and triangles store in this bulk data.

code: void GetGeometryInfo ( uint32 & LODVertexNumber, uint32 & LODTriNumber, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Owner )


description: Load the raw mesh from bulk data.

code: void LoadReductionData ( [FSkeletalMeshLODModel](API\Runtime\Engine\Rendering\FSkeletalMeshLODModel) & BaseLODModel, [TMap](API\Runtime\Core\Containers\TMap)< [FString](API\Runtime\Core\Containers\FString), [TArray](API\Runtime\Core\Containers\TArray)< [FMorphTargetDelta](API\Runtime\Engine\Animation\FMorphTargetDelta) >> & BaseLODMorphTargetData, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Owner )


description: Store a new raw mesh in the bulk data.

code: void SaveReductionData ( [FSkeletalMeshLODModel](API\Runtime\Engine\Rendering\FSkeletalMeshLODModel) & BaseLODModel, [TMap](API\Runtime\Core\Containers\TMap)< [FString](API\Runtime\Core\Containers\FString), [TArray](API\Runtime\Core\Containers\TArray)< [FMorphTargetDelta](API\Runtime\Engine\Animation\FMorphTargetDelta) >> & BaseLODMorphTargetData, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Owner )


description: Static function helper to serialize an array of reduction data.

code: static void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar, [TArray](API\Runtime\Core\Containers\TArray)< [FReductionBaseSkeletalMeshBulkData](API\Runtime\Engine\Rendering\FReductionBaseSkeletalMeshBulkDa-) * > & ReductionBaseSkeletalMeshDatas, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Owner )


description: Default constructor.

code: FReductionBaseSkeletalMeshBulkData()


className: FReductionBaseSkeletalMeshBulkData

description: Bulk data storage for raw ImportModel. This structure is deprecated, we now only store the original vertex and triangle count, seeFInlineReductionCacheData.

BulkData

type: FByteBulkData

description: Internally store bulk data as bytes.

SerializeLoadingCustomVersionContainer

type: FCustomVersionC...

description: The custom version when this was load.

UEVersion

type: FPackageFileVer...


className: EDDCRebuildState

code: enum EDDCRebuildState { Initial, Pending, Succeeded, Failed, }


code: void GetResourceSizeEx ( [FResourceSizeEx](API\Runtime\Core\ProfilingDebugging\FResourceSizeEx) & CumulativeResourceSize ) const


code: void InitResources ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Owner )


description: Requests (or polls) an async operation that rebuilds the streaming bulk data from the cache. If a rebuild is already in progress, the call will just poll the pending operation. If true is returned, the operation is complete and it is safe to access the streaming data. If false is returned, the operation has not yet completed. The operation can fail, which is indicated by the value of bFailed.

code: bool RebuildBulkDataFromCacheAsync ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Owner, bool & bFailed )


code: bool IsRootPage ( uint32 PageIndex ) const


description: Deprecated* Use RebuildBulkDataFromCacheAsync instead.

code: void RebuildBulkDataFromDDC ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Owner )


code: void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Owner, bool bCooked )


className: FResources

code: struct FResources

DDCKeyHash

type: FIoHash

HierarchyNodes

type: TArray<FPacked...

ImposterAtlas

type: TArray< uint16 ...

PageStreamingStates

type: TArray<FPageSt...

RootData

type: TArray< uint8 >

description: Persistent State.

RuntimeResourceID

description: Runtime State.


description: The resource's friendly name. Typically aUObjectname.

code: virtual [FString](API\Runtime\Core\Containers\FString) GetFriendlyName() const


description: Initializes the RHI resources used by this resource. Called when entering the state where both the resource and the RHI have been initialized. This is only called by the rendering thread.

code: virtual void InitRHI ( [FRHICommandListBase](API\Runtime\RHI\FRHICommandListBase) & RHICmdList )


code: [FRHIShaderResourceView](API\Runtime\RHI\FRHIShaderResourceView) * GetSRV() const


code: void Init ( const EPixelFormat InPixelFormat, const int32 InNumVertices, const int32 InComponentCount, TConstArrayView< float > InValues )


code: virtual void ReleaseRHI()


code: void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


className: FSkeletalMeshAttributeVertexBuffer

code: class FSkeletalMeshAttributeVertexBuffer : public [FRenderResource](API\Runtime\RenderCore\FRenderResource)


description: Fit another rig data on this one.

code: bool ApplyRigToGeo ( [FSkeletalMeshImportData](API\Runtime\Engine\Rendering\FSkeletalMeshImportData) & Other )


description: Use the faces corner normals to create the face smooth groups data

code: void ComputeSmoothGroupFromNormals()


description: Copy only unnecessary array data from the structure to build the morph target (this will save a lot of memory)

code: void CopyDataNeedByMorphTargetImport ( [FSkeletalMeshImportData](API\Runtime\Engine\Rendering\FSkeletalMeshImportData) & Other ) const


description: Copy mesh data for importing a single LOD

code: void CopyLODImportData ( [TArray](API\Runtime\Core\Containers\TArray)< FVector3f > & LODPoints, [TArray](API\Runtime\Core\Containers\TArray)< [SkeletalMeshImportData::FMeshWedge](API\Runtime\Engine\Rendering\FMeshWedge) > & LODWedges, [TArray](API\Runtime\Core\Containers\TArray)< [SkeletalMeshImportData::FMeshFace](API\Runtime\Engine\Rendering\FMeshFace) > & LODFaces, [TArray](API\Runtime\Core\Containers\TArray)< [SkeletalMeshImportData::FVertInfluence](API\Runtime\Engine\Rendering\FVertInfluence) > & LODInfluences, [TArray](API\Runtime\Core\Containers\TArray)< int32 > & LODPointToRawMap ) const


description: MeshDescription always contains color, normal and tangent data by default. Therefore, while iterating over the vertices, we check if at least one normal/tangent vector is not a zero vector and the color is not white, then we set the corresponding bHasNormals/bHasTangent/bHasVertexColors flags to true.

code: static [FSkeletalMeshImportData](API\Runtime\Engine\Rendering\FSkeletalMeshImportData) CreateFromMeshDescription ( const [FMeshDescription](API\Runtime\MeshDescription\FMeshDescription) & InMeshDescription )


description: Removes all import data

code: void Empty()


description: Takes an imported bone name, removes any leading or trailing spaces, and converts the remaining spaces to dashes.

code: static [FString](API\Runtime\Core\Containers\FString) FixupBoneName ( [FString](API\Runtime\Core\Containers\FString) InBoneName )


description: Returns a mesh description from the import data

code: bool GetMeshDescription ( [FMeshDescription](API\Runtime\MeshDescription\FMeshDescription) & OutMeshDescription ) const


code: static bool ReplaceSkeletalMeshGeometryImportData ( const [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * SkeletalMesh, [FSkeletalMeshImportData](API\Runtime\Engine\Rendering\FSkeletalMeshImportData) * ImportData, int32 LodIndex )


code: static bool ReplaceSkeletalMeshRigImportData ( const [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * SkeletalMesh, [FSkeletalMeshImportData](API\Runtime\Engine\Rendering\FSkeletalMeshImportData) * ImportData, int32 LodIndex )


description: Remove all unnecessary array data from the structure (this will save a lot of memory) We only need Points, Influences and RefBonesBinary arrays


className: FSkeletalMeshImportData

description: Container and importer for skeletal mesh (FBX file) data

code: class FSkeletalMeshImportData

AlternateInfluenceProfileNames

type: TArray<FString...

AlternateInfluences

type: TArray<FSkelet...

description: Alternate influence imported(i.e. FBX) data. The name is the alternate skinning profile name.

bDiffPose

type: bool

Faces

type: TArray<Skeleta...

MorphTargetModifiedPoints

type: TArray<TSet< u...

MorphTargets

description: Morph targets imported(i.e. FBX) data. The name is the morph target name.

PointToRawMap

type: TArray< int32 >


description: It also use a private mutex to make sure it's thread safe to copy the same source multiple time in multiple thread.

code: static void CopyStructure ( [FSkeletalMeshLODModel](API\Runtime\Engine\Rendering\FSkeletalMeshLODModel) * Destination, const [FSkeletalMeshLODModel](API\Runtime\Engine\Rendering\FSkeletalMeshLODModel) * Source )


description: Create a newFSkeletalMeshLODModelon the heap. Copy data from the "FSkeletalMeshLODModel* Other" to the just created LODModel return the heap allocated LODModel. This function is thread safe since its use the thread safe CopyStructure function to copy the data from Other.

code: static [FSkeletalMeshLODModel](API\Runtime\Engine\Rendering\FSkeletalMeshLODModel) * CreateCopy ( const [FSkeletalMeshLODModel](API\Runtime\Engine\Rendering\FSkeletalMeshLODModel) * Other )


code: static void DeclareCustomVersions ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


description: Empty the skeletal mesh LOD model. Empty copy a default constructedFSkeletalMeshLODModelbut will not copy the BulkDataReadMutex which will be the same after


description: Find a mesh info by a mesh name. Returns INDEX_NONE when not found.

code: int32 FindMeshInfoIndex ( [FName](API\Runtime\Core\UObject\FName) Name ) const


description: Fill array with APEX cloth mapping data.

code: void GetClothMappingData ( [TArray](API\Runtime\Core\Containers\TArray)< [FMeshToMeshVertData](API\Runtime\Engine\FMeshToMeshVertData) > & MappingData, [TArray](API\Runtime\Core\Containers\TArray)< [FClothBufferIndexMapping](API\Runtime\Engine\FClothBufferIndexMapping) > & OutClothIndexMapping ) const


description: Build a derive data key with the user section data (UserSectionsData) and the original bulk data


code: int32 GetMaxBoneInfluences() const


description: Fills in a representation of this model into the given mesh description object. Existing mesh description data is emptied.

code: void GetMeshDescription ( [FMeshDescription](API\Runtime\MeshDescription\FMeshDescription) & MeshDescription, const [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * Owner ) const


description: Similar to GetVertices but ignores vertices from clothing sections to avoid getting duplicate vertices from clothing sections if not needed

code: void GetNonClothVertices ( [TArray](API\Runtime\Core\Containers\TArray)< [FSoftSkinVertex](API\Runtime\Engine\Rendering\FSoftSkinVertex) > & OutVertices ) const


code: int32 GetNumNonClothingVertices() const


description: Accessor for the RawPointIndice which is editor only data: array of the original point (wedge) indices for each of the vertices in aFSkeletalMeshLODModel

code: const [TArray](API\Runtime\Core\Containers\TArray)< uint32 > & GetRawPointIndices() const


code: [TArray](API\Runtime\Core\Containers\TArray)< uint32 > & GetRawPointIndices()


code: void GetResourceSizeEx ( [FResourceSizeEx](API\Runtime\Core\ProfilingDebugging\FResourceSizeEx) & CumulativeResourceSize ) const


description: Deprecated* Please do not access this function anymore. This data is not use anymore.


description: Utility for finding the section that a particular vertex is in.

code: void GetSectionFromVertexIndex ( int32 InVertIndex, int32 & OutSectionIndex, int32 & OutVertIndex ) const


description: Fill array with vertex position and tangent data from skel mesh chunks.

code: void GetVertices ( [TArray](API\Runtime\Core\Containers\TArray)< [FSoftSkinVertex](API\Runtime\Engine\Rendering\FSoftSkinVertex) > & Vertices ) const


description: true if any chunks have cloth data.

code: bool HasClothData() const


code: int32 NumNonClothingSections() const


description: Special serialize function passing the owningUObjectalong as required by FUnytpedBulkData serialization.

code: void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Owner, int32 Idx )


description: Make sure user section data is present for every original sections

code: void SyncronizeUserSectionsDataArray ( bool bResetNonUsedSection )


description: Use the staticFSkeletalMeshLODModel::CreateCopyfunction to copy from one instance to another The reason is we want the copy to be multithread safe and use the BulkDataReadMutex.

code: FSkeletalMeshLODModel &40; const FSkeletalMeshLODModel & Other &41;


description: Constructor (default)

code: FSkeletalMeshLODModel()


className: FSkeletalMeshLODModel

description: All data to define a certain LOD model for a skeletal mesh.

code: class FSkeletalMeshLODModel

ActiveBoneIndices

type: TArray< FBoneIn...

description: Bone hierarchy subset active for this LOD.

BuildStringID

type: FString

description: Temporary build String ID We use this string to store the LOD model data so we can know if the LOD need to be rebuild This GUID is set when we Cache the render data (build function)

ImportedMeshInfos

type: TArray<FSkelMe...

description: The information about individual meshes.

IndexBuffer

type: TArray< uint32 ...

description: Indexbuffer, covering all sections

MaxImportVertex

description: The max index in MeshToImportVertexMap, ie. the number of imported (raw) verts.

MeshToImportVertexMap

description: Mapping from final mesh vertex index to raw import vertex index.

NumTexCoords

description: The number of unique texture coordinate sets in this lod

RawSkeletalMeshBulkDataID

description: This ID is use to create the DDC key, it must be set when we save theFRawSkeletalMeshBulkData.

RequiredBones

description: Bones that should be updated when rendering this LOD.

Sections

description: Sections.

SkinWeightProfiles

type: TMap<FName,FI...

description: Set of skin weight profile, identified by aFNamewhich matchesFSkinWeightProfileInfo.Namein the owning Skeletal Mesh

UserSectionsData

type: TMap< int32,FS...

description: When user change section data in the UI, we store it here to be able to regenerate the changes Note: the key (int32) is the original imported section data, because of BONE chunk the size of this array is not the same as the Sections array.

VertexAttributes

type: TMap<FName,FS...

description: Set of vertex attributes identified by anFName


description: Initialize render data (e.g. vertex buffers) from model info

code: void BuildFromLODModel ( const [FSkeletalMeshLODModel](API\Runtime\Engine\Rendering\FSkeletalMeshLODModel) * InLODModel, TConstArrayView< [FSkeletalMeshVertexAttributeInfo](API\Runtime\Engine\Animation\FSkeletalMeshVertexAttributeInfo) > InVertexAttributeInfos, ESkeletalMeshVertexFlags InBuildFlags )


description: This function will update the chunked information for each section. Only old data before the skeletal mesh build refactor should need to call this function.

code: void UpdateChunkedSectionInfo ( const [FString](API\Runtime\Core\Containers\FString) & SkeletalMeshName )


className: EClassDataStripFlag

code: enum EClassDataStripFlag { CDSF_AdjacencyData_DEPRECATED = 1, CDSF_MinLodData = 2, }


description:
O(1)
-1 if not found

code: uint32 FindSectionIndex ( const [FSkelMeshRenderSection](API\Runtime\Engine\Rendering\FSkelMeshRenderSection) & Section ) const


description: Get the estimated memory overhead of buffers marked as NeedsCPUAccess.


description: Get Resource Size


description: Checks whether or not the skin weight buffer has been overridden 'by default' and if not return the original Skin Weight buffer


code: const [FSkinWeightVertexBuffer](API\Runtime\Engine\Rendering\FSkinWeightVertexBuffer) * GetSkinWeightVertexBuffer() const


description: Utility function for returning total number of faces in this LOD.

code: int32 GetTotalFaces() const


description: Utility for finding the section that a particular vertex is in.


description: true if any chunks have cloth data.


code: void IncrementMemoryStats ( bool bNeedsVertexColors )


description: Initialize the LOD's render resources.

code: void InitResources ( bool bNeedsVertexColors, int32 LODIndex, [TArray](API\Runtime\Core\Containers\TArray)< class [UMorphTarget](API\Runtime\Engine\Animation\UMorphTarget) * > & InMorphTargets, [USkinnedAsset](API\Runtime\Engine\Engine\USkinnedAsset) * Owner )


description: Releases the LOD's CPU render resources.

code: void ReleaseCPUResources ( bool bForStreaming )


description: Releases the LOD's render resources.

code: void ReleaseResources()


description: Special serialize function passing the owningUObjectalong as required by FUnytpedBulkData serialization.


code: void SerializeAvailabilityInfo ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar, int32 LODIdx, bool bHasAdjacencyData, bool bNeedsCPUAccess )


description:
Serialize the portion of data that might be streamed
Size of streamed LOD data in bytes

code: void SerializeStreamedData ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar, [USkinnedAsset](API\Runtime\Engine\Engine\USkinnedAsset) * Owner, int32 LODIdx, uint8 ClassStripFlags, bool bNeedsCPUAccess, bool bForceKeepCPUResources )


code: static bool ShouldKeepCPUResources ( const [USkinnedAsset](API\Runtime\Engine\Engine\USkinnedAsset) * SkinnedAsset, int32 LODIdx, bool bForceKeep )


description: Constructor (default)

code: FSkeletalMeshLODRenderData ( bool bAddRef )


className: FSkeletalMeshLODRenderData

code: class FSkeletalMeshLODRenderData : public [FRefCountBase](API\Runtime\Core\Templates\FRefCountBase)

bIsLODOptional

type: uint32:  1

description: Whether this LOD is below MinLod

bStreamedDataInlined

description: Whether buffers of this LOD is inlined (i.e. stored in .uexp instead of .ubulk)

BulkData

type: FByteBulkData

ClothVertexBuffer

type: FSkeletalMeshVe...

description: A buffer for cloth mesh-mesh mapping

MorphTargetVertexInfoBuffers

type: FMorphTargetVer...

description: GPU friendly access data for MorphTargets for an LOD

MultiSizeIndexContainer

type: FMultiSizeIndex...

description: IndexBuffer (MultiSize: 16bit or 32bit)

RenderSections

description: Info about each section of this LOD for rendering

SkinWeightProfilesData

type: FSkinWeightProf...

description: Skin weight profile data structures, can contain multiple profiles and their runtimeFSkinWeightVertexBuffer

SkinWeightVertexBuffer

type: FSkinWeightVert...

description: Skin weights for skinning

SourceRayTracingGeometry

type: FRayTracingGeom...

description: Precooked ray tracing geometry.

StaticVertexBuffers

type: FStaticMeshVert...

description: Static vertices from chunks for skinning on GPU


description: Creates a new GUID for this Model

code: void GenerateNewGUID()


description: Util to regenerate a GUID for this Model based on hashing its data Used by old content, rather than a random new GUID.

code: void GenerateGUIDFromHash ( [USkinnedAsset](API\Runtime\Engine\Engine\USkinnedAsset) * Owner )


description: Get current GUID Id as a string, for DDC key


description: Serialize to/from the specified archive..

code: void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar, [USkinnedAsset](API\Runtime\Engine\Engine\USkinnedAsset) * Owner )


code: void SyncronizeLODUserSectionsData()


description: Default constructor.

code: FSkeletalMeshModel()


className: FSkeletalMeshModel

description: Imported resources for a skeletal mesh.

code: class FSkeletalMeshModel

bGuidIsHash

type: bool

description: If this GUID was generated from a hash of the data, or randomly generated when it was changed

InlineReductionCacheDatas

type: TArray<FInline...

description: When user reduce an imported LOD with itself (BaseLOD == TargetLOD), we need to store the geometry count (vertex count and triangle count).

LODModels

type: TIndirectArray<...

description: Per-LOD data.

SkeletalMeshModelGUID

type: FGuid

description: GUID to indicate this version of data.


description: Check if any rendersection casts shadows

code: bool AnyRenderSectionCastsShadows ( int32 MinLODIdx ) const


code: void Cache ( const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform, [USkinnedAsset](API\Runtime\Engine\Engine\USkinnedAsset) * Owner, class [FSkinnedAssetCompilationContext](API\Runtime\Engine\Engine\FSkinnedAssetCompilationContext) * ContextPtr )


code: void GetResourceSizeEx ( [FResourceSizeEx](API\Runtime\Core\ProfilingDebugging\FResourceSizeEx) & CumulativeResourceSize )


description: Get the estimated memory overhead of buffers marked as NeedsCPUAccess.


code: [FString](API\Runtime\Core\Containers\FString) GetDerivedDataKey ( const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform, [USkinnedAsset](API\Runtime\Engine\Engine\USkinnedAsset) * Owner )


description: Return first valid LOD index starting at MinLODIdx.

code: int32 GetFirstValidLODIdx ( int32 MinLODIdx ) const


description: Computes the maximum number of bones per section used to render this mesh.

code: int32 GetMaxBonesPerSection() const


description: Computes the maximum number of bones per section used to render this mesh starting at MinLODIdx.

code: int32 GetMaxBonesPerSection ( int32 MinLODIdx ) const


description: Returns the number of bone influences per vertex.

code: uint32 GetNumBoneInfluences() const


description: Returns the number of bone influences per vertex starting at MinLODIdx.

code: uint32 GetNumBoneInfluences ( int32 MinLODIdx ) const


description: Return the pending first LOD that can be used for rendering starting at MinLODIdx. This takes into account the streaming status from PendingFirstLODIdx, and MinLODIdx is expected to be USkeletalMesh::MinLOD, which is platform specific.

code: const [FSkeletalMeshLODRenderData](API\Runtime\Engine\Rendering\FSkeletalMeshLODRenderData) * GetPendingFirstLOD ( int32 MinLODIdx ) const


description: Return the pending first LODIdx that can be used.

code: int32 GetPendingFirstLODIdx ( int32 MinLODIdx ) const


description: Return the resource size


description: Initializes rendering resources.

code: void InitResources ( bool bNeedsVertexColors, [TArray](API\Runtime\Core\Containers\TArray)< [UMorphTarget](API\Runtime\Engine\Animation\UMorphTarget) * > & InMorphTargets, [USkinnedAsset](API\Runtime\Engine\Engine\USkinnedAsset) * Owner )


description: Releases rendering resources.

code: void ReleaseResources()


description: Returns true if this resource must be skinned on the CPU for the given feature level.

code: bool RequiresCPUSkinning ( [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) FeatureLevel ) const


description: Returns true if this resource must be skinned on the CPU for the given feature level starting at MinLODIdx

code: bool RequiresCPUSkinning ( [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) FeatureLevel, int32 MinLODIdx ) const


code: void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar, [USkinnedAsset](API\Runtime\Engine\Engine\USkinnedAsset) * Owner )


code: void SyncUVChannelData ( const [TArray](API\Runtime\Core\Containers\TArray)< [FSkeletalMaterial](API\Runtime\Engine\Engine\FSkeletalMaterial) > & ObjectData )


className: FSkeletalMeshRenderData

code: class FSkeletalMeshRenderData

bReadyForStreaming

description: True if rhi resources are initialized

bSupportRayTracing

description: Whether ray tracing acceleration structures should be created for this mesh.

CurrentFirstLODIdx

description: [RenderThread]Indexof the most detailed valid LOD.

DerivedDataKey

type: FString

description: The derived data key associated with this render data.

LODBiasModifier

description: Runtime LOD bias modifier for this skeletal mesh

LODRenderData

description: Per-LOD render data.

NextCachedRenderData

type: TUniquePtr< cla...

description: The next cached derived data in the list.

NumInlinedLODs

description: Const after serialization.

NumNonOptionalLODs

description: Const after serialization.

PendingFirstLODIdx

description: [GameThread/RenderThread] Future value of CurrentFirstLODIdx.

UVChannelDataPerMaterial

type: TArray<FMeshUV...

description: UV data used for streaming accuracy debug view modes. In sync for rendering thread


description: Delete existing resources

code: void CleanUp()


code: FBufferRHIRef CreateRHIBuffer_Async()


description: Create an RHI vertex buffer with CPU data. CPU data may be discarded after creation (seeTResourceArray::Discard)


code: const [TArray](API\Runtime\Core\Containers\TArray)< [FClothBufferIndexMapping](API\Runtime\Engine\FClothBufferIndexMapping) > & GetClothIndexMapping() const


description: text description for the resource type

code: virtual [FString](API\Runtime\Core\Containers\FString) GetFriendlyName() const


description: number of vertices in this vertex buffer

code: uint32 GetNumVertices() const


description: cached stride for vertex data type for this vertex buffer

code: uint32 GetStride() const


description: total size of data in resource array

code: uint32 GetVertexDataSize() const


description:
Initializes the buffer with the given vertices.
Initializes the buffer with the given vertices.

code: void Init ( const [TArray](API\Runtime\Core\Containers\TArray)< [FMeshToMeshVertData](API\Runtime\Engine\FMeshToMeshVertData) > & InMappingData, const [TArray](API\Runtime\Core\Containers\TArray)< [FClothBufferIndexMapping](API\Runtime\Engine\FClothBufferIndexMapping) > & InClothIndexMapping )


description: Initialize the RHI resource for this vertex buffer

code: virtual void InitRHI ( [FRHICommandListBase](API\Runtime\RHI\FRHICommandListBase) & RHICmdList )


description: Similar to Init/ReleaseRHI but only update existing SRV so references to the SRV stays valid

code: void InitRHIForStreaming ( [FRHIBuffer](API\Runtime\RHI\FRHIBuffer) * IntermediateBuffer, [FRHIResourceUpdateBatcher](API\Runtime\RHI\FRHIResourceUpdateBatcher) & Batcher )


code: [FMeshToMeshVertData](API\Runtime\Engine\FMeshToMeshVertData) & MappingData ( uint32 VertexIndex )


code: const [FMeshToMeshVertData](API\Runtime\Engine\FMeshToMeshVertData) & MappingData ( uint32 VertexIndex ) const


description: Release the RHI resource for this vertex buffer

code: virtual void ReleaseRHI()


code: void ReleaseRHIForStreaming ( [FRHIResourceUpdateBatcher](API\Runtime\RHI\FRHIResourceUpdateBatcher) & Batcher )


code: void SerializeMetaData ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


description: Assignment. Assumes that vertex buffer will be rebuilt

code: [FSkeletalMeshVertexClothBuffer](API\Runtime\Engine\Rendering\FSkeletalMeshVertexClothBuffer) & operator= ( const [FSkeletalMeshVertexClothBuffer](API\Runtime\Engine\Rendering\FSkeletalMeshVertexClothBuffer) & Other )


description: Constructor

code: FSkeletalMeshVertexClothBuffer()


description: Copy Constructor

code: FSkeletalMeshVertexClothBuffer ( const [FSkeletalMeshVertexClothBuffer](API\Runtime\Engine\Rendering\FSkeletalMeshVertexClothBuffer) & Other )


description: Destructor


className: FSkeletalMeshVertexClothBuffer

description: A vertex buffer for holding skeletal mesh clothing information only. This buffer sits along side the other skeletal mesh buffers per LOD

code: class FSkeletalMeshVertexClothBuffer : public [FVertexBuffer](API\Runtime\RenderCore\FVertexBuffer)


description: A pointer to the data in the buffer.

code: uint8 * GetDataPointer()


description: number of vertices in the buffer

code: uint32 GetNumVertices()


description: A pointer to theFResourceArrayInterfacefor the vertex data.


description: The stride of the vertex data in the buffer.


description: Resizes the vertex data buffer, discarding any data which no longer fits.

code: void ResizeBuffer ( uint32 NumVertices )


description: Serializer.

code: void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


description: Virtual destructor.


className: FSkeletalMeshVertexDataInterface

description: An interface to the skel-mesh vertex data storage type.

code: class FSkeletalMeshVertexDataInterface


className: FSkelMeshImportedMeshInfo

description: The information for a given mesh as it was imported and appears in the dcc. This gives us some extra information about the mesh as it appeared inside the source asset. There can be multiple of those per skeletal mesh. The skeletal mesh is some merged big mesh separated in sections. However sometimes we want to know some information about the actual individual meshes as they appeared in the dcc. This class provides some of that information.

code: struct FSkelMeshImportedMeshInfo

Name

type: FName


code: int32 GetVertexBufferIndex() const


className: FSkelMeshRenderSection

code: struct FSkelMeshRenderSection

BaseIndex

description: The offset of this section's indices in the LOD's index buffer.

BaseVertexIndex

description: The offset into the LOD's vertex buffer of this section's vertices.

bCastShadow

description: This section will cast shadow

bDisabled

description: Disabled sections will not be collected when rendering, controlled from the source section in the skeletal mesh asset

BoneMap

type: TArray< FBoneIn...

description: The bones which are used by the vertices of this section.

bRecomputeTangent

description: This section will recompute tangent in runtime

bVisibleInRayTracing

description: If true, this section will be visible in ray tracing effects.

ClothingData

type: FClothingSectio...

description: Clothing data for this section, clothing is only present if ClothingData.IsValid() returns true

ClothMappingDataLODs

type: TArray<TArray<...

description: The cloth deformer mapping data to each of the required cloth LOD.

CorrespondClothAssetIndex

description: INDEX_NONE if not set.

DuplicatedVerticesBuffer

type: FDuplicatedVert...

description: IndexBuffer containting all duplicated vertices in the section and a buffer containing which indices into the index buffer are relevant per vertex

MaterialIndex

description: Material (texture) used for this section.

MaxBoneInfluences

description: Max # of bones used to skin the vertices in this section

NumTriangles

description: The number of triangles in this section.

NumVertices

description: The number of vertices in this section.

RecomputeTangentsVertexMaskChannel

type: ESkinVertexColo...

description: Which channel for masking the recompute tangents


description: Calculate max # of bone influences used by this skel mesh chunk

code: void CalcMaxBoneInfluences()


description: Calculate if this skel mesh section needs 16-bit bone indices

code: void CalcUse16BitBoneIndex()


code: static void DeclareCustomVersions ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


code: int32 GetMaxBoneInfluences() const


description: total num rigid verts for this section

code: int32 GetNumVertices() const


description: starting index for rigid verts for this section in the LOD vertex buffer


description: TRUE if we have cloth data for this section

code: bool HasClothingData() const


className: FSkelMeshSection

description: A set of skeletal mesh triangles which use the same material

code: struct FSkelMeshSection

BaseIndex

description: The offset of this section's indices in the LOD's index buffer.

bCastShadow

description: This section will cast shadow

bDisabled

description: If disabled, we won't render this section

bSelected

type: uint8:  1

description: Is this mesh selected?

description: Whether to store bone indices as 16 bit or 8 bit in vertex buffer for rendering.

ChunkedParentSectionIndex

description: If this section was produce because of BONE chunking, the parent section index will be valid.

ClothMappingDataLODs

description: The cloth deformer mapping data to each required cloth LOD.

CorrespondClothAssetIndex

description: INDEX_NONE if not set.

GenerateUpToLodIndex

description: The LOD index at which any generated lower quality LODs will include this section.

NumVertices

description: Number of vertices in this section (size of SoftVertices array). Available in non-editor builds.

OriginalDataSectionIndex

description: This represent the original section index in the imported data.

OverlappingVertices

type: TMap< int32,TA...

description: Map between a vertex index and all vertices that share the same position

description: Vertex color channel to mask recompute tangents. R=0,G=1,B=2,A=None=3

SoftVertices

type: TArray<FSoftSk...

description: The soft vertices of this section.


code: static [FSkelMeshSourceSectionUserData](API\Runtime\Engine\Rendering\FSkelMeshSourceSectionUserData) & GetSourceSectionUserData ( [TMap](API\Runtime\Core\Containers\TMap)< int32, [FSkelMeshSourceSectionUserData](API\Runtime\Engine\Rendering\FSkelMeshSourceSectionUserData) > & UserSectionsData, const [FSkelMeshSection](API\Runtime\Engine\Rendering\FSkelMeshSection) & Section )


description: End DDC members.

code: FSkelMeshSourceSectionUserData()


className: FSkelMeshSourceSectionUserData

description: Some section data also impact dependent generated LOD, those member should be add to the DDC Key and trig a rebuild if they are change.

code: struct FSkelMeshSourceSectionUserData

bCastShadow

description: This section will cast shadow

bRecomputeTangent

description: This section will recompute tangent in runtime

bVisibleInRayTracing

description: If true, this section will be visible in ray tracing effects.

ClothingData

description: Clothing data for this section, clothing is only present if ClothingData.IsValid() returns true

CorrespondClothAssetIndex

description: INDEX_NONE if not set.

RecomputeTangentsVertexMaskChannel

description: Vertex color channel to use to mask recompute tangent


description: Delete existing resources

code: void CleanUp()


code: void CopyDataFromBuffer ( const uint8 * InSkinWeightData, uint32 InNumVertices )


code: void CopyMetaData ( const [FSkinWeightDataVertexBuffer](API\Runtime\Engine\Rendering\FSkinWeightDataVertexBuffer) & Other )


description: Create an RHI vertex buffer with CPU data. CPU data may be discarded after creation (seeTResourceArray::Discard)


code: FBufferRHIRef CreateRHIBuffer_Async()


code: uint32 GetBoneIndex ( uint32 VertexWeightOffset, uint32 VertexInfluenceCount, uint32 InfluenceIndex ) const


description: byte size of each bone index

code: uint32 GetBoneIndexByteSize() const


code: uint16 GetBoneWeight ( uint32 VertexWeightOffset, uint32 VertexInfluenceCount, uint32 InfluenceIndex ) const


code: uint32 GetBoneWeightByteSize() const


description: offset position for bone weights data for each vertex


description: vertex stride for when using constant number of bones per vertex buffer


description: The resource's friendly name. Typically aUObjectname.

code: virtual [FString](API\Runtime\Core\Containers\FString) GetFriendlyName() const


code: uint32 GetMaxBoneInfluences() const


description: number of vertices in this vertex buffer

code: uint32 GetNumVertices() const


description: number of bone weights in this vertex buffer

code: uint32 GetNumBoneWeights() const


code: bool GetRigidWeightBone ( uint32 VertexWeightOffset, uint32 VertexInfluenceCount, int32 & OutBoneIndex ) const


code: [FRHIShaderResourceView](API\Runtime\RHI\FRHIShaderResourceView) * GetSRV() const


code: bool GetVariableBonesPerVertex() const


description: total size of data in resource array

code: uint32 GetVertexDataSize() const


code: const uint8 * GetWeightData() const


code: void Init ( uint32 InNumWeights, uint32 InNumVertices )


description: Initializes the RHI resources used by this resource. Called when entering the state where both the resource and the RHI have been initialized. This is only called by the rendering thread.

code: virtual void InitRHI ( [FRHICommandListBase](API\Runtime\RHI\FRHICommandListBase) & RHICmdList )


description: Assignment. Assumes that vertex buffer will be rebuilt

code: [FSkinWeightDataVertexBuffer](API\Runtime\Engine\Rendering\FSkinWeightDataVertexBuffer) & operator= ( const [FSkinWeightDataVertexBuffer](API\Runtime\Engine\Rendering\FSkinWeightDataVertexBuffer) & Other )


description: Releases the RHI resources used by this resource. Called when leaving the state where both the resource and the RHI have been initialized. This is only called by the rendering thread.

code: virtual void ReleaseRHI()


code: void ReleaseRHIForStreaming ( [FRHIResourceUpdateBatcher](API\Runtime\RHI\FRHIResourceUpdateBatcher) & Batcher )


description: Similar to Init/ReleaseRHI but only update existing SRV so references to the SRV stays valid

code: void InitRHIForStreaming ( [FRHIBuffer](API\Runtime\RHI\FRHIBuffer) * IntermediateBuffer, [FRHIResourceUpdateBatcher](API\Runtime\RHI\FRHIResourceUpdateBatcher) & Batcher )


code: void ResetVertexBoneWeights ( uint32 VertexWeightOffset, uint32 VertexInfluenceCount )


code: void SerializeMetaData ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


code: void SetBoneIndex ( uint32 VertexWeightOffset, uint32 VertexInfluenceCount, uint32 InfluenceIndex, uint32 BoneIndex )


code: void SetBoneWeight ( uint32 VertexWeightOffset, uint32 VertexInfluenceCount, uint32 InfluenceIndex, uint16 BoneWeight )


description: Set if the CPU needs access to this vertex buffer

code: void SetNeedsCPUAccess ( bool bInNeedsCPUAccess )


code: void SetUse16BitBoneIndex ( bool bInUse16BitBoneIndex )


code: void SetUse16BitBoneWeight ( bool bInUse16BitBoneWeight )


description: Constructor (copy)

code: FSkinWeightDataVertexBuffer ( const [FSkinWeightDataVertexBuffer](API\Runtime\Engine\Rendering\FSkinWeightDataVertexBuffer) & Other )


description: Default constructor.

code: FSkinWeightDataVertexBuffer()


className: FSkinWeightDataVertexBuffer

description: A vertex buffer storing bone index/weight data.

code: class FSkinWeightDataVertexBuffer : public [FVertexBuffer](API\Runtime\RenderCore\FVertexBuffer)

SRVValue

type: FShaderResource...

description: Guaranteed only to be valid if the vertex buffer is valid


description: Destructor.

code: ~FSkinWeightDataVertexBuffer()


description: Set if this will have extra streams for bone indices & weights.

code: void SetMaxBoneInfluences ( uint32 InMaxBoneInfluences )


className: FSkinWeightInfo

description: An runtime structure for passing data toFSkinWeightVertexBuffer

code: struct FSkinWeightInfo

InfluenceBones

type: FBoneIndexType[...


description: Delete existing resources

code: void CleanUp()


code: FBufferRHIRef CreateRHIBuffer_Async()


code: void CopyMetaData ( const [FSkinWeightLookupVertexBuffer](API\Runtime\Engine\Rendering\FSkinWeightLookupVertexBuffer) & Other )


code: const uint8 * GetLookupData() const


code: virtual [FString](API\Runtime\Core\Containers\FString) GetFriendlyName() const


code: uint32 GetNumVertices() const


code: [FRHIShaderResourceView](API\Runtime\RHI\FRHIShaderResourceView) * GetSRV() const


description: cached stride for vertex data type for this vertex buffer

code: uint32 GetStride() const


description: total size of data in resource array

code: uint32 GetVertexDataSize() const


code: void GetWeightOffsetAndInfluenceCount ( uint32 VertexIndex, uint32 & OutWeightOffset, uint32 & OutInfluenceCount ) const


code: void Init ( uint32 InNumVertices )


code: virtual void InitRHI ( [FRHICommandListBase](API\Runtime\RHI\FRHICommandListBase) & RHICmdList )


code: void InitRHIForStreaming ( [FRHIBuffer](API\Runtime\RHI\FRHIBuffer) * IntermediateBuffer, [FRHIResourceUpdateBatcher](API\Runtime\RHI\FRHIResourceUpdateBatcher) & Batcher )


description: true is LookupData is valid

code: bool IsLookupDataValid() const


code: [FSkinWeightLookupVertexBuffer](API\Runtime\Engine\Rendering\FSkinWeightLookupVertexBuffer) & operator= ( const [FSkinWeightLookupVertexBuffer](API\Runtime\Engine\Rendering\FSkinWeightLookupVertexBuffer) & Other )


className: PixelFormat

code: static const EPixelFormat PixelFormat = PF_R32_UINT;


className: PixelFormatStride

code: static const uint32 PixelFormatStride = 4;


code: void ReleaseRHIForStreaming ( [FRHIResourceUpdateBatcher](API\Runtime\RHI\FRHIResourceUpdateBatcher) & Batcher )


code: virtual void ReleaseRHI()


code: void SerializeMetaData ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


code: void SetNeedsCPUAccess ( bool bInNeedsCPUAccess )


code: void SetWeightOffsetAndInfluenceCount ( uint32 VertexIndex, uint32 WeightOffset, uint32 InfluenceCount )


description: Default constructor.

code: FSkinWeightLookupVertexBuffer()


description: Constructor (copy)

code: FSkinWeightLookupVertexBuffer ( const [FSkinWeightLookupVertexBuffer](API\Runtime\Engine\Rendering\FSkinWeightLookupVertexBuffer) & Other )


description: Destructor.

code: ~FSkinWeightLookupVertexBuffer()


className: FSkinWeightLookupVertexBuffer

description: A lookup vertex buffer storing skin weight stream offset / influence count. Only used for unlimited bone influences.

code: class FSkinWeightLookupVertexBuffer : public [FVertexBuffer](API\Runtime\RenderCore\FVertexBuffer)


className: FSkinWeightRHIInfo

code: struct FSkinWeightRHIInfo

DataVertexBufferRHI

type: FBufferRHIRef


description: Delete existing resources

code: void CleanUp()


code: void CopyMetaData ( const [FSkinWeightVertexBuffer](API\Runtime\Engine\Rendering\FSkinWeightVertexBuffer) & Other )


code: void CopySkinWeightRawDataFromBuffer ( const uint8 * InSkinWeightData, uint32 InNumVertices )


code: uint32 GetBoneIndex ( uint32 VertexIndex, uint32 InfluenceIndex ) const


code: uint32 GetBoneIndexByteSize() const


code: uint16 GetBoneWeight ( uint32 VertexIndex, uint32 InfluenceIndex ) const


code: uint32 GetBoneWeightByteSize() const


code: const [FSkinWeightDataVertexBuffer](API\Runtime\Engine\Rendering\FSkinWeightDataVertexBuffer) * GetDataVertexBuffer() const


code: const [FSkinWeightLookupVertexBuffer](API\Runtime\Engine\Rendering\FSkinWeightLookupVertexBuffer) * GetLookupVertexBuffer() const


code: uint32 GetMaxBoneInfluences() const


code: uint32 GetNumVertices() const


code: void GetSkinWeights ( [TArray](API\Runtime\Core\Containers\TArray)< [FSkinWeightInfo](API\Runtime\Engine\Rendering\FSkinWeightInfo) > & OutVertices ) const


code: bool GetRigidWeightBone ( uint32 VertexIndex, int32 & OutBoneIndex ) const


code: bool GetVariableBonesPerVertex() const


description: total size of data in resource array

code: uint32 GetVertexDataSize() const


code: void GetVertexInfluenceOffsetCount ( uint32 VertexIndex, uint32 & VertexWeightOffset, uint32 & VertexInfluenceCount ) const


code: [FSkinWeightInfo](API\Runtime\Engine\Rendering\FSkinWeightInfo) GetVertexSkinWeights ( uint32 VertexIndex ) const


description: Init from another skin weight buffer

code: void Init ( const [TArray](API\Runtime\Core\Containers\TArray)< [FSoftSkinVertex](API\Runtime\Engine\Rendering\FSoftSkinVertex) > & InVertices )


code: void InitRHIForStreaming ( const [FSkinWeightRHIInfo](API\Runtime\Engine\Rendering\FSkinWeightRHIInfo) & RHIInfo, [FRHIResourceUpdateBatcher](API\Runtime\RHI\FRHIResourceUpdateBatcher) & Batcher )


code: [FSkinWeightVertexBuffer](API\Runtime\Engine\Rendering\FSkinWeightVertexBuffer) & operator= ( const [FSkinWeightVertexBuffer](API\Runtime\Engine\Rendering\FSkinWeightVertexBuffer) & Other )


description: Assignment operator for assigning array of weights to this buffer

code: [FSkinWeightVertexBuffer](API\Runtime\Engine\Rendering\FSkinWeightVertexBuffer) & operator= ( const [TArray](API\Runtime\Core\Containers\TArray)< [FSkinWeightInfo](API\Runtime\Engine\Rendering\FSkinWeightInfo) > & InWeights )


description: Should only be called for legacy meshes or meshes that don't really have a LookupVertexBuffer, for example created in realtime. All variable influence meshes imported after theFAnimObjectVersion::UnlimitedBoneInfluencesversion already have a LookupVertexBuffer

code: void RebuildLookupVertexBuffer()


code: void ReleaseRHIForStreaming ( [FRHIResourceUpdateBatcher](API\Runtime\RHI\FRHIResourceUpdateBatcher) & Batcher )


code: void ResetVertexBoneWeights ( uint32 VertexIndex )


code: void SerializeMetaData ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


code: void SetBoneIndex ( uint32 VertexIndex, uint32 InfluenceIndex, uint32 BoneIndex )


code: void SetMaxBoneInfluences ( uint32 InMaxBoneInfluences )


code: void SetNeedsCPUAccess ( bool bInNeedsCPUAccess )


description: SetOwnerName should be called before BeginInitResources for the owner name to be successfully tracked.

code: void SetOwnerName ( const [FName](API\Runtime\Core\UObject\FName) & OwnerName )


code: void SetUse16BitBoneIndex ( bool bInUse16BitBoneIndex )


code: void SetUse16BitBoneWeight ( bool bInUse16BitBoneWeight )


description: Default constructor.

code: FSkinWeightVertexBuffer()


code: void SetBoneWeight ( uint32 VertexIndex, uint32 InfluenceIndex, uint16 BoneWeight )


description: Constructor (copy)

code: FSkinWeightVertexBuffer ( const [FSkinWeightVertexBuffer](API\Runtime\Engine\Rendering\FSkinWeightVertexBuffer) & Other )


description: Destructor.

code: ~FSkinWeightVertexBuffer()


className: FSkinWeightVertexBuffer

description: A container for skin weights data vertex buffer and lookup vertex buffer.

code: class FSkinWeightVertexBuffer


code: FSkinWeightVertexData ( bool InNeedsCPUAccess )


description: Returns the maximum weight of any bone that influences this vertex.

code: uint16 GetMaximumWeight() const


className: FSkinWeightVertexData

description: The implementation of the skin weight vertex data storage type.

code: template<typename VertexDataType> class FSkinWeightVertexData : public [TStaticMeshVertexData< VertexDataType >](API\Runtime\Engine\TStaticMeshVertexData)


description: If this vert is rigidly weighted to a bone, return true and the bone index. Otherwise return false.

code: bool GetRigidWeightBone ( FBoneIndexType & OutBoneIndex ) const


className: FSoftSkinVertex

description: FSoftSkinVertex

code: struct FSoftSkinVertex

Color

type: FColor

description: VertexColor.

TangentX

description: Tangent, U-direction.

TangentY

description: Binormal, V-direction.

TangentZ

description: Normal.

UVs

description: UVs.


className: FLightComponentBasedSignature

code: typedef TMulticastDelegate_OneParam< void, [ULightComponentBase](API\Runtime\Engine\Components\ULightComponentBase) * > FLightComponentBasedSignature


code: typedef TMulticastDelegate_NoParams< void > FLightmassImportanceVolumeModifiedSignature


className: FMaterialInvalidationSignature

code: typedef TMulticastDelegate_OneParam< void, [FMaterialRenderProxy](API\Runtime\Engine\Materials\FMaterialRenderProxy) * > FMaterialInvalidationSignature


className: FPrimitiveComponentBasedSignature

code: typedef TMulticastDelegate_OneParam< void, [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * > FPrimitiveComponentBasedSignature


code: typedef TMulticastDelegate_TwoParams< void, [ULightComponentBase](API\Runtime\Engine\Components\ULightComponentBase) *, int32 > FStationaryLightChannelReassignmentSignature


code: static void GameTick ( float DeltaSeconds )


code: static [FStaticLightingSystemInterface](API\Runtime\Engine\Rendering\FStaticLightingSystemInterface) * Get()


code: static const [FLightComponentMapBuildData](API\Runtime\Engine\Engine\FLightComponentMapBuildData) * GetLightComponentMapBuildData ( const [ULightComponent](API\Runtime\Engine\Components\ULightComponent) * Component )


code: static const [FPrecomputedVolumetricLightmap](API\Runtime\Engine\FPrecomputedVolumetricLightmap) * GetPrecomputedVolumetricLightmap ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World )


code: static const [FMeshMapBuildData](API\Runtime\Engine\Engine\FMeshMapBuildData) * GetPrimitiveMeshMapBuildData ( const [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * Component, int32 LODIndex )


className: Interface

code: static [FStaticLightingSystemInterface](API\Runtime\Engine\Rendering\FStaticLightingSystemInterface) * Interface = nullptr;


className: OnLightmassImportanceVolumeModified


className: OnStationaryLightChannelReassigned


code: void RegisterImplementation ( [FName](API\Runtime\Core\UObject\FName) Name, [IStaticLightingSystemImpl](API\Runtime\Engine\Rendering\IStaticLightingSystemImpl) * Impl )


code: void UnregisterImplementation ( [FName](API\Runtime\Core\UObject\FName) Name )


className: FStaticLightingSystemInterface

code: class FStaticLightingSystemInterface


description: Appends the specified vertices to the end of the buffer

code: void AppendVertices ( const [FStaticMeshBuildVertex](API\Runtime\Engine\FStaticMeshBuildVertex) * Vertices, const uint32 NumVerticesToAppend, bool bUseBackwardsCompatibleF16TruncUVs )


code: void BindTangentVertexBuffer ( const [FVertexFactory](API\Runtime\RenderCore\FVertexFactory) * VertexFactory, struct [FStaticMeshDataType](API\Runtime\Engine\FStaticMeshDataType) & Data ) const


code: void BindLightMapVertexBuffer ( const [FVertexFactory](API\Runtime\RenderCore\FVertexFactory) * VertexFactory, struct [FStaticMeshDataType](API\Runtime\Engine\FStaticMeshDataType) & Data, int LightMapCoordinateIndex ) const


code: void BindTexCoordVertexBuffer ( const [FVertexFactory](API\Runtime\RenderCore\FVertexFactory) * VertexFactory, struct [FStaticMeshDataType](API\Runtime\Engine\FStaticMeshDataType) & Data, int ClampedNumTexCoords ) const


description: Delete existing resources

code: void CleanUp()


description: Create an RHI vertex buffer with CPU data. CPU data may be discarded after creation (seeTResourceArray::Discard)


className: FTangentsVertexBuffer

code: class FTangentsVertexBuffer : public [FVertexBuffer](API\Runtime\RenderCore\FVertexBuffer)


className: FTexcoordVertexBuffer

code: class FTexcoordVertexBuffer : public [FVertexBuffer](API\Runtime\RenderCore\FVertexBuffer)


code: void BindPackedTexCoordVertexBuffer ( const [FVertexFactory](API\Runtime\RenderCore\FVertexFactory) * VertexFactory, struct [FStaticMeshDataType](API\Runtime\Engine\FStaticMeshDataType) & Data, int32 MaxNumTexCoords ) const


description: The resource's friendly name. Typically aUObjectname.

code: virtual [FString](API\Runtime\Core\Containers\FString) GetFriendlyName() const


code: const void * GetTangentData() const


code: [FRHIShaderResourceView](API\Runtime\RHI\FRHIShaderResourceView) * GetTangentsSRV() const


code: const void * GetTexCoordData() const


code: [FRHIShaderResourceView](API\Runtime\RHI\FRHIShaderResourceView) * GetTexCoordsSRV() const


code: bool GetUseFullPrecisionUVs() const


description: Set the vertex UV values at the given index in the vertex buffer

code: FVector2f GetVertexUV ( uint32 VertexIndex, uint32 UVIndex ) const


code: template<EStaticMeshVertexUVType UVTypeT> FVector2f GetVertexUV_Typed ( uint32 VertexIndex, uint32 UVIndex ) const


description: Initializes the buffer with the given vertex view.

code: void Init ( const [FConstMeshBuildVertexView](API\Runtime\Engine\FConstMeshBuildVertexView) & InVertices, const [FStaticMeshVertexBufferFlags](API\Runtime\Engine\Rendering\FStaticMeshVertexBufferFlags) & InInitFlags )


description: Initializes the buffer with the given vertices.

code: void Init ( const [FConstMeshBuildVertexView](API\Runtime\Engine\FConstMeshBuildVertexView) & InVertices, bool bNeedsCPUAccess )


description:
Initializes this vertex buffer with the contents of the given vertex buffer.
Initializes this vertex buffer with the contents of the given vertex buffer.

code: void Init ( const [FStaticMeshVertexBuffer](API\Runtime\Engine\Rendering\FStaticMeshVertexBuffer) & InVertexBuffer, bool bNeedsCPUAccess )


code: void Init ( uint32 InNumVertices, uint32 InNumTexCoords, bool bNeedsCPUAccess )


description:
Initializes the buffer with the given vertices.
Initializes the buffer with the given vertices.

code: void Init ( const [TArray](API\Runtime\Core\Containers\TArray)< [FStaticMeshBuildVertex](API\Runtime\Engine\FStaticMeshBuildVertex) > & InVertices, uint32 InNumTexCoords, const [FStaticMeshVertexBufferFlags](API\Runtime\Engine\Rendering\FStaticMeshVertexBufferFlags) & InInitFlags )


code: void Init ( const [TArray](API\Runtime\Core\Containers\TArray)< [FStaticMeshBuildVertex](API\Runtime\Engine\FStaticMeshBuildVertex) > & InVertices, uint32 InNumTexCoords, bool bNeedsCPUAccess )


description: Initializes the resource. This is only called by the rendering thread.

code: virtual void InitResource ( [FRHICommandListBase](API\Runtime\RHI\FRHICommandListBase) & RHICmdList )


description: Initializes the RHI resources used by this resource. Called when entering the state where both the resource and the RHI have been initialized. This is only called by the rendering thread.

code: virtual void InitRHI ( [FRHICommandListBase](API\Runtime\RHI\FRHICommandListBase) & RHICmdList )


description: Similar to Init/ReleaseRHI but only update existing SRV so references to the SRV stays valid

code: void InitRHIForStreaming ( [FRHIBuffer](API\Runtime\RHI\FRHIBuffer) * IntermediateTangentsBuffer, [FRHIBuffer](API\Runtime\RHI\FRHIBuffer) * IntermediateTexCoordBuffer, [FRHIResourceUpdateBatcher](API\Runtime\RHI\FRHIResourceUpdateBatcher) & Batcher )


description: Specialized assignment operator, only used when importing LOD's.

code: void operator= ( const [FStaticMeshVertexBuffer](API\Runtime\Engine\Rendering\FStaticMeshVertexBuffer) & Other )


description: Prepares the resource for deletion. This is only called by the rendering thread.

code: virtual void ReleaseResource()


description: Releases the RHI resources used by this resource. Called when leaving the state where both the resource and the RHI have been initialized. This is only called by the rendering thread.

code: virtual void ReleaseRHI()


code: void ReleaseRHIForStreaming ( [FRHIResourceUpdateBatcher](API\Runtime\RHI\FRHIResourceUpdateBatcher) & Batcher )


description: Serializer

code: void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar, bool bNeedsCPUAccess )


code: void SerializeMetaData ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


code: void SetUseFullPrecisionUVs ( bool UseFull )


code: void SetUseHighPrecisionTangentBasis ( bool bUseHighPrecision )


code: void SetVertexTangents ( uint32 VertexIndex, FVector3f X, FVector3f Y, FVector3f Z )


code: void SetVertexUV ( uint32 VertexIndex, uint32 UVIndex, const FVector2f & Vec2D, bool bUseBackwardsCompatibleF16TruncUVs )


code: FVector4f VertexTangentX ( uint32 VertexIndex ) const


description:
Calculate the binormal (TangentY) vector using the normal,tangent vectors
binormal (TangentY) vector

code: FVector3f VertexTangentY ( uint32 VertexIndex ) const


code: template<EStaticMeshVertexTangentBasisType TangentBasisTypeT> FVector4f VertexTangentX_Typed ( uint32 VertexIndex ) const


code: template<EStaticMeshVertexTangentBasisType TangentBasisTypeT> FVector4f VertexTangentY_Typed ( uint32 VertexIndex ) const


code: FVector4f VertexTangentZ ( uint32 VertexIndex ) const


description: Default constructor.

code: FStaticMeshVertexBuffer()


code: template<EStaticMeshVertexTangentBasisType TangentBasisTypeT> FVector4f VertexTangentZ_Typed ( uint32 VertexIndex ) const


className: FStaticMeshVertexBuffer

description: Vertex buffer for a static mesh LOD

code: class FStaticMeshVertexBuffer : public [FRenderResource](API\Runtime\RenderCore\FRenderResource)

TangentsVertexBuffer

type: FStaticMeshVert...


description: Destructor.

code: ~FStaticMeshVertexBuffer()


className: FStaticMeshVertexBufferFlags

description: FStaticMeshVertexBufferFlags: options forFStaticMeshVertexBuffer::InitbNeedsCPUAccess - Whether the vertex data needs to be accessed by the CPU after creation bUseBackwardsCompatibleF16TruncUVs - Whether backwards compatible legacy truncation mode should be used for F16 UVs

code: struct FStaticMeshVertexBufferFlags

bNeedsCPUAccess

type: bool


description: A pointer to the data in the buffer.

code: uint8 * GetDataPointer()


description: A pointer to theFResourceArrayInterfacefor the vertex data.


description: The stride of the vertex data in the buffer.

code: uint32 GetStride() const


code: bool IsValidIndex ( uint32 Index )


description: The number of elements.

code: int32 Num() const


code: void OverrideFreezeSizeAndAlignment ( int64 & Size, int32 & Alignment ) const


description: Resizes the vertex data buffer, discarding any data which no longer fits.

code: void ResizeBuffer ( uint32 NumVertices, EResizeBufferFlags BufferFlags )


description: Serializer.

code: void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar, bool bForcePerElementSerialization )


description: Virtual destructor.


className: FStaticMeshVertexDataInterface

description: An interface to the static-mesh vertex data storage type.

code: class FStaticMeshVertexDataInterface


className: CounterBase

code: static constexpr int CounterBase = __COUNTER__;


code: const [FTypeLayoutDesc](API\Runtime\Core\Serialization\FTypeLayoutDesc) & GetTypeLayout() const


className: InterfaceType

code: static constexpr [ETypeLayoutInterface::Type](API\Runtime\Core\Serialization\ETypeLayoutInterface__Type) InterfaceType = ETypeLayoutInterface:: NonVirtual;


code: static void Initialize &40; FTypeLayoutDesc & TypeDesc &41;


code: template<> struct InternalLinkType< __COUNTER__-CounterBase >


className: InternalLinkType

description: InternalLinkType<COUNTER-CounterBase >

code: template<int Counter> struct InternalLinkType


code: static [FTypeLayoutDesc](API\Runtime\Core\Serialization\FTypeLayoutDesc) & StaticGetTypeLayout()


code: FStrataMaterialCompilationOutput()


className: FStrataMaterialCompilationOutput

code: struct FStrataMaterialCompilationOutput

bIsThin

description: Indicate that the material is considered a thin surface instead of a volume filled up with matter

bMaterialOutOfBudgetHasBeenSimplified

description: The byte per pixel count supported by the platform the material has been compiled against

bUsesComplexSpecialRenderPath

description: If Glints or SpecularLUT are used, we need to go the special more expenssive render path

MaterialType

description: Indicate the final material type

Operators

type: FStrataOperator...

PlatformBytePixePixel

description: The byte count per pixel supported by the platform the material has been compiled against

RequestedBytePixePixel

description: Material requested byte count per pixel

SharedLocalBasesCount

description: The number of local normal/tangent bases

StrataBSDFCount

description: Strata BSDF count, at compile time (0-7)

StrataMaterialDescription

type: FMemoryImageStr...

description: Note we use LAYOUT_FIELD_EDITORONLY for bools because LAYOUT_BITFIELD_EDITORONLY was causing issues when serialising the structure.

StrataMaterialType

description: Strata material type, at compile time (0:simple, 1:single, 2: complex)

StrataUintPerPixel

description: Strata uint per pixel, at compile time (0-255)


code: void CombineFlagsForParameterBlending ( [FStrataOperator](API\Runtime\Engine\Rendering\FStrataOperator) & A, [FStrataOperator](API\Runtime\Engine\Rendering\FStrataOperator) & B )


code: void CopyFlagsForParameterBlending ( [FStrataOperator](API\Runtime\Engine\Rendering\FStrataOperator) & A )


className: InternalBaseType

code: typedef typename [TGetBaseTypeHelper](API\Runtime\Core\Serialization\TGetBaseTypeHelper)< [FStrataOperator](API\Runtime\Engine\Rendering\FStrataOperator) >::Type InternalBaseType


className: FStrataOperator

code: struct FStrataOperator

BSDFIndex

description: Data used for BSDF type nodes only.

BSDFRegisteredSharedLocalBasis

type: FStrataRegister...

MaterialExpressionGuid

type: FGuid

MaxDistanceFromLeaves

description: Data derived after the tree has been built.

OperatorType

description: !!!!!!!!!! Not using LAYOUT_BITFIELD_EDITORONLY because it seems to cause issue with bit being shifted around when copy happens.


code: FStrataRegisteredSharedLocalBasis()


className: FStrataRegisteredSharedLocalBasis

description: Structures in this files are only used a compilation result return by the compiler. They are also used to present material information in the editor UI.


code: void CreatePartiallyResidentTexture()


code: void FinalizeStreaming ( [FRHITexture](API\Runtime\RHI\FRHITexture) * InTextureRHI )


description: Return the texture creation flags, does not include TexCreate_Virtual as it could change per mip. UseIsTextureRHIPartiallyResident()instead.


description: Get the current first mip index, of this renderthread resource. Non streaming asset always return 0.

code: int32 GetCurrentFirstMip() const


code: EPixelFormat GetPixelFormat() const


description: Return the platform data mips, zero based on the resource mip count and not to the asset mip count.

code: const [FTexture2DMipMap](API\Runtime\Engine\FTexture2DMipMap) * GetPlatformMip ( int32 MipIdx ) const


description: Returns the platform mip size for the given mip count.

code: uint64 GetPlatformMipsSize ( uint32 NumMips ) const


code: [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FTexture2DMipMap](API\Runtime\Engine\FTexture2DMipMap) * > GetPlatformMipsView() const


description: Get the state it will be in afterInitRHI()gets called. Used to synchronize UStreamableRenderResource.CacheStreamableResourceState in CreateResource().


description: Returns the width of the texture in pixels.

code: virtual uint32 GetSizeX() const


description: Returns the height of the texture in pixels.

code: virtual uint32 GetSizeY() const


description: Depth for 3D texture or ArraySize for texture 2d arrays.

code: virtual uint32 GetSizeZ() const


description: This is only coherent sync on the rendering thread. To get the gamethread coherent value, use UStreamableRenderResource.CacheStreamableResourceState.


description: Dynamic cast methods.


description: Dynamic cast methods (const).

code: virtual const [FStreamableTextureResource](API\Runtime\Engine\Rendering\FStreamableTextureResource) * GetStreamableTextureResource() const


code: const [FName](API\Runtime\Core\UObject\FName) & GetTextureName() const


description: Initializes the RHI resources used by this resource. Called when entering the state where both the resource and the RHI have been initialized. This is only called by the rendering thread.

code: virtual void InitRHI ( [FRHICommandListBase](API\Runtime\RHI\FRHICommandListBase) & RHICmdList )


description: Returns the default mip map bias for this texture.

code: void RefreshSamplerStates()


description: Releases the RHI resources used by this resource. Called when leaving the state where both the resource and the RHI have been initialized. This is only called by the rendering thread.

code: virtual void ReleaseRHI()


code: FStreamableTextureResource ( [UTexture](API\Runtime\Engine\Engine\UTexture) * InOwner, const [FTexturePlatformData](API\Runtime\Engine\Engine\FTexturePlatformData) * InPlatformData, const [FStreamableRenderResourceState](API\Runtime\Engine\Streaming\FStreamableRenderResourceState) & InPostInitState, bool bAllowPartiallyResidentMips )


className: FStreamableTextureResource

description: The rendering resource streamable texture.

code: class FStreamableTextureResource : public [FTextureResource](API\Runtime\Engine\FTextureResource)

AddressU

type: TEnumAsByte< ES...

bUsePartiallyResidentMips

description: Whether this texture should be updated using the virtual address mapping for each mip.

CreationFlags

type: ETextureCreateF...

description: Creation flags of the texture

Filter

description: Sample config

LODGroup

type: TextureGroup

description: The asset LOD group

MaxAniso

description: Max anisotropy. if 0, will use r.MaxAnisotropy

MipBias

type: float

MipFadeSetting

type: EMipFadeSetting...

description: Mip fade settings

PixelFormat

type: EPixelFormat

description: Format of the texture

PlatformData

type: constFTextureP...

description: Platform data should be ref counted eventually to remove any synchronization needed when the asset is rebuild.

SizeX

description: The width this resource, when all mips are streamed in.

SizeY

description: The height when all mips are streamed in.

SizeZ

description: The 3d depth for volume texture or num slices for 2d array when all mips are streamed in.

State

type: FStreamableRend...

description: Different states for streaming synchronization.

TextureName

type: FName

description: TheFNameof the texture asset


code: void Add ( [FResources](API\Runtime\Engine\Rendering\FResources) * Resources )


code: void EndAsyncUpdate ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder )


className: EState

code: enum EState { None, DDC_Pending, DDC_Ready, DDC_Failed, Memory, Disk, }


code: void BeginAsyncUpdate ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder )


className: FPendingPage

code: struct FPendingPage

InstallKey

type: FPageKey

Request

type: FBulkDataBatchR...

RequestBuffer

type: FIoBuffer

SharedBuffer

type: FSharedBuffer

State

type: enum Nanite::FS...


className: FRegisteredPageDependencies

code: typedef [TArray](API\Runtime\Core\Containers\TArray)< uint32, TInlineAllocator< 16 > > FRegisteredPageDependencies


code: [TMap](API\Runtime\Core\Containers\TMap)< uint32, uint32 > GetAndClearModifiedResources()


code: [FRDGBufferSRV](API\Runtime\RenderCore\FRDGBufferSRV) * GetClusterPageDataSRV ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder ) const


code: [FRDGBufferSRV](API\Runtime\RenderCore\FRDGBufferSRV) * GetHierarchySRV ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder ) const


code: uint32 GetMaxHierarchyLevels() const


code: uint32 GetMaxStreamingPages() const


code: uint64 GetRequestRecordBuffer ( [TArray](API\Runtime\Core\Containers\TArray)< uint32 > & OutRequestData )


code: [FRDGBuffer](API\Runtime\RenderCore\FRDGBuffer) * GetStreamingRequestsBuffer ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder ) const


code: virtual void InitRHI ( [FRHICommandListBase](API\Runtime\RHI\FRHICommandListBase) & RHICmdList )


code: [FRDGBufferSRV](API\Runtime\RenderCore\FRDGBufferSRV) * GetImposterDataSRV ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder ) const


code: void PrefetchResource ( const [FResources](API\Runtime\Engine\Rendering\FResources) * Resource, uint32 NumFramesUntilRender )


code: virtual void ReleaseRHI()


code: void Remove ( [FResources](API\Runtime\Engine\Rendering\FResources) * Resources )


code: void SetRequestRecordBuffer ( uint64 Handle )


code: void RequestNanitePages ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< uint32 > RequestData )


code: void SubmitFrameStreamingRequests ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder )


className: FStreamingManager

description: Streaming manager for Nanite.

code: class FStreamingManager : public [FRenderResource](API\Runtime\RenderCore\FRenderResource)


code: bool operator< ( const [FStreamingRequest](API\Runtime\Engine\Rendering\FStreamingRequest) & Other ) const


className: FStreamingRequest

code: struct FStreamingRequest


description: Set the value of Filter, AddressU, AddressV, AddressW and MipBias fromFStreamableTextureResourceon the gamethread.

code: void CacheSamplerStateInitializer ( const [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * InOwner )


description: Returns the platform mip size for the given mip count.

code: virtual uint64 GetPlatformMipsSize ( uint32 NumMips ) const


description: Returns mip size in bytes; fills OutPitch

code: static uint32 CalculateTightPackedMipSize ( int32 SizeX, int32 SizeY, EPixelFormat PixelFormat, uint32 & OutPitch )


description: Dynamic cast methods.

code: virtual [FTexture2DResource](API\Runtime\Engine\Rendering\FTexture2DResource) * GetTexture2DResource()


description: Dynamic cast methods (const).

code: virtual const [FTexture2DResource](API\Runtime\Engine\Rendering\FTexture2DResource) * GetTexture2DResource() const


description: Returns true if the resource is proxying another one.

code: virtual bool IsProxy() const


description: Minimal initialization constructor.

code: FTexture2DResource ( [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * InOwner, const [FStreamableRenderResourceState](API\Runtime\Engine\Streaming\FStreamableRenderResourceState) & InPostInitState )


description: Make this Texture2DResource Proxy another one.

code: FTexture2DResource &40; UTexture2D &42; InOwner, const FTexture2DResource &42; InProxiedResource &41;


description: Destructor, freeing MipData in the case of resource being destroyed without ever having been initialized by the rendering thread via InitRHI.

code: virtual ~FTexture2DResource()


description: Warn if "Pitch" is not compatible with tight-packed requirement

code: static void WarnRequiresTightPackedMip ( int32 SizeX, int32 SizeY, EPixelFormat PixelFormat, uint32 Pitch )


description: FTextureResourceimplementation for streamable 2D textures.

code: class FTexture2DResource : public [FStreamableTextureResource](API\Runtime\Engine\Rendering\FStreamableTextureResource)


className: FTriangle

description: Textured triangle.

code: struct FTriangle

AuxMatIndex

description: Second material from exporter (unused)

MatIndex

description: Materials can be anything.

SmoothingGroups

description: 32-bit flag for smoothing groups.

WedgeIndex

description: Point to three vertices in the vertex list.


code: bool operator== ( const [FVertex](API\Runtime\Engine\Rendering\FVertex) & Other ) const


className: FVertex

description: Vertex with texturing info, akin to Hoppe's 'Wedge' concept - import only.

code: struct FVertex

Color

type: FColor


code: FVertexAttribute ( const [FVertexAttribute](API\Runtime\Engine\Rendering\FVertexAttribute) & )


code: FVertexAttribute ( [FVertexAttribute](API\Runtime\Engine\Rendering\FVertexAttribute) && )


code: FVertexAttribute ( [TArray](API\Runtime\Core\Containers\TArray)< float > && InAttributeValues, int32 InComponentCount )


className: FVertexAttribute

code: struct FVertexAttribute

AttributeValues

type: TArray< float >


code: static void GetPSOPrecacheVertexFetchElements ( EVertexInputStreamType VertexInputStreamType, FVertexDeclarationElementList & Elements )


code: virtual ENGINE_API [FVertexFactoryType](API\Runtime\RenderCore\FVertexFactoryType) * GetType() const


code: static void ModifyCompilationEnvironment ( const [FVertexFactoryShaderPermutationParameters](API\Runtime\Renderer\FVertexFactoryShaderPermutationP-) & Parameters, [FShaderCompilerEnvironment](API\Runtime\RenderCore\FShaderCompilerEnvironment) & OutEnvironment )


description: Initializes the RHI resources used by this resource. Called when entering the state where both the resource and the RHI have been initialized. This is only called by the rendering thread.

code: virtual void InitRHI ( [FRHICommandListBase](API\Runtime\RHI\FRHICommandListBase) & RHICmdList )


code: static bool ShouldCompilePermutation ( const [FVertexFactoryShaderPermutationParameters](API\Runtime\Renderer\FVertexFactoryShaderPermutationP-) & Parameters )


className: StaticType

code: static ENGINE_API [FVertexFactoryType](API\Runtime\RenderCore\FVertexFactoryType) StaticType;


code: FVertexFactory ( [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) FeatureLevel )


className: FVertexFactory

code: class FVertexFactory : public [FVertexFactory](API\Runtime\RenderCore\FVertexFactory)


className: FVertexFactoryResource

code: class FVertexFactoryResource : public [FRenderResource](API\Runtime\RenderCore\FRenderResource)


description: Releases the RHI resources used by this resource. Called when leaving the state where both the resource and the RHI have been initialized. This is only called by the rendering thread.

code: virtual void ReleaseRHI()


className: FVertInfluence

code: struct FVertInfluence

BoneIndex

type: FBoneIndexType


description:
Determine if two octree elements are equal
true if both octree elements are equal, false if they are not

code: static bool AreElementsEqual ( const [FWedgeInfo](API\Runtime\Engine\Rendering\FWedgeInfo) & A, const [FWedgeInfo](API\Runtime\Engine\Rendering\FWedgeInfo) & B )


className: FWedgeInfo

code: struct FWedgeInfo

Position

type: FVector


className: ElementAllocator

code: typedef TInlineAllocator< MaxElementsPerLeaf > ElementAllocator


description:
Get the bounding box of the provided octree element. In this case, the box is merely the point specified by the element.
Bounding box of the provided octree element

code: static [FBoxCenterAndExtent](API\Runtime\Core\Math\FBoxCenterAndExtent) GetBoundingBox ( const [FWedgeInfo](API\Runtime\Engine\Rendering\FWedgeInfo) & Element )


className: MinInclusiveElementsPerNode

code: enum { MinInclusiveElementsPerNode = 7 }


className: MaxElementsPerLeaf

code: enum { MaxElementsPerLeaf = 16 }