description: Populates this play data with the current state of the supplied instance.

code: void PopulateFrom ( [UAnimSingleNodeInstance](API\Runtime\Engine\Animation\UAnimSingleNodeInstance) * Instance )


className: FSingleAnimationPlayData

module: Engine

code: struct FSingleAnimationPlayData

AnimToPlay

type: TObjectPtr< cla...

bSavedLooping

type: uint32:  1

description: Default setting for looping for SequenceToPlay. This is not current state of looping.

bSavedPlaying

description: Default setting for playing for SequenceToPlay. This is not current state of playing.

SavedPlayRate

type: float

description: Default setting for play rate of SequenceToPlay to play.

SavedPosition

description: Default setting for position of SequenceToPlay to play.


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: 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 UploadToGPU ( [FRHICommandListBase](API\Runtime\RHI\FRHICommandListBase) & RHICmdList )


description: Creates an index buffer for drawing an individual sprite.


className: FSixTriangleParticleIndexBuffer

description: Indexbuffer for drawing an individual sprite.

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


className: FSkelDebugDrawConfig

code: struct FSkelDebugDrawConfig

AffectedBoneColor

type: FLinearColor

AxisConfig

type: FBoneAxisDrawCo...

bAddHitProxy

type: bool


className: GUID

description: The GUID for this custom version number.

code: static const [FGuid](API\Runtime\Core\Misc\FGuid) GUID;


className: FSkeletalMeshCustomVersion

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

code: struct FSkeletalMeshCustomVersion


description: Allocate and bind a new position buffer and return it for writing. Ownership is handled by the MeshObject. If we call this more than once for the same MeshObject in the same frame then we return the allocation from the first call.

code: static [FRDGBuffer](API\Runtime\RenderCore\FRDGBuffer) * AllocateVertexFactoryPositionBuffer ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, [FSkeletalMeshObject](API\Runtime\Engine\FSkeletalMeshObject) * InMeshObject, int32 InLodIndex, TCHAR const * InBufferName )


className: Type

code: enum Type { BeforeCustomVersionWasAdded = 0, CombineSectionWithChunk = 1, CombineSoftAndRigidVerts = 2, RecalcMaxBoneInfluences = 3, SaveNumVertices = 4, RegenerateClothingShadowFlags = 5, UseSharedColorBufferFormat = 6, UseSeparateSkinWeightBuffer = 7, NewClothingSystemAdded = 8, CachedClothInverseMasses = 9, CompactClothVertexBuffer = 10, RemoveSourceData = 11, SplitModelAndRenderData = 12, RemoveTriangleSorting = 13, RemoveDuplicatedClothingSections = 14, DeprecateSectionDisabledFlag = 15, SectionIgnoreByReduceAdded = 16, SkinWeightProfiles = 17, RemoveEnableClothLOD = 18, VersionPlusOne, LatestVersion = VersionPlusOne - 1, }


description: Allocate and bind a new tangent buffer and return it for writing. Ownership is handled by the MeshObject. If we call this more than once for the same MeshObject in the same frame then we return the allocation from the first call.

code: static [FRDGBuffer](API\Runtime\RenderCore\FRDGBuffer) * AllocateVertexFactoryTangentBuffer ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, [FSkeletalMeshObject](API\Runtime\Engine\FSkeletalMeshObject) * InMeshObject, int32 InLodIndex, TCHAR const * InBufferName )


className: FClothBuffers

description: Buffer SRVs from the cloth system.

code: struct FClothBuffers

ClothInfluenceBuffer

type: FRHIShaderResou...


description: Allocate and bind a new color buffer and return it for writing. Ownership is handled by the MeshObject. If we call this more than once for the same MeshObject in the same frame then we return the allocation from the first call.

code: static [FRDGBuffer](API\Runtime\RenderCore\FRDGBuffer) * AllocateVertexFactoryColorBuffer ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, [FSkeletalMeshObject](API\Runtime\Engine\FSkeletalMeshObject) * InMeshObject, int32 InLodIndex, TCHAR const * InBufferName )


className: FSinglePrimitiveStructured

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

PrimitiveSceneDataTextureRHI

type: FTextureRHIRef

PrimitiveSceneDataTextureSRV

type: FShaderResource...

ShaderPlatform

type: EShaderPlatform

SkyIrradianceEnvironmentMapRHI

type: FBufferRHIRef


description: Get direct access to bone matrix buffer SRV.

code: static [FRHIShaderResourceView](API\Runtime\RHI\FRHIShaderResourceView) * GetBoneBufferForReading ( [FSkeletalMeshObject](API\Runtime\Engine\FSkeletalMeshObject) const * InMeshObject, int32 InLodIndex, int32 InSectionIndex, bool bInPreviousFrame )


description: Get direct access to cloth buffer SRVs.

code: static [FClothBuffers](API\Runtime\Engine\FSkeletalMeshDeformerHelpers\FClothBuffers) GetClothBuffersForReading ( [FSkeletalMeshObject](API\Runtime\Engine\FSkeletalMeshObject) const * InMeshObject, int32 InLodIndex, int32 InSectionIndex, uint32 InFrameNumber, bool bInPreviousFrame )


description: Get direct access to morph target buffer SRV.

code: static [FRHIShaderResourceView](API\Runtime\RHI\FRHIShaderResourceView) * GetMorphTargetBufferForReading ( [FSkeletalMeshObject](API\Runtime\Engine\FSkeletalMeshObject) const * InMeshObject, int32 InLodIndex, int32 InSectionIndex, uint32 InFrameNumber, bool bInPreviousFrame )


description: Release all of the the buffers that have been allocated through the AllocateVertexFactory*() functions. Reset all of the MeshObject's passthrough vertex factories.

code: static void ResetVertexFactoryBufferOverrides ( [FSkeletalMeshObject](API\Runtime\Engine\FSkeletalMeshObject) * InMeshObject, int32 InLodIndex )


description: Update all of the MeshObject's passthrough vertex factories with the currently allocated vertex buffers. Usually call this after all AllocateVertexFactory*() functions for a frame.

code: static void UpdateVertexFactoryBufferOverrides ( [FSkeletalMeshObject](API\Runtime\Engine\FSkeletalMeshObject) * InMeshObject, int32 InLodIndex )


className: FSkeletalMeshDeformerHelpers

description: Functions that expose some internal functionality ofFSkeletalMeshObjectrequired by MeshDeformer systems.

code: class FSkeletalMeshDeformerHelpers


description:
Merge/Composite skeleton and meshes together from the list of source meshes.
Merge/Composite the list of source meshes onto the merge one The MergeMesh is reinitialized
true if succeeded

code: bool DoMerge ( [TArray](API\Runtime\Core\Containers\TArray)< [FRefPoseOverride](API\Runtime\Engine\FRefPoseOverride) > * RefPoseOverrides )


description:
Creates the merged mesh from the 'SrcMeshList' (note, this should only be called afterMergeSkeleton()). Use when the reference skeleton is needed prior to finalizing the merged meshes (do not use withDoMerge()).
'true' if successful; 'false' otherwise.

code: bool FinalizeMesh()


description: Create the 'MergedMesh' reference skeleton from the skeletons in the 'SrcMeshList'. Use when the reference skeleton is needed prior to finalizing the merged meshes (do not use withDoMerge()).

code: void MergeSkeleton ( const [TArray](API\Runtime\Core\Containers\TArray)< [FRefPoseOverride](API\Runtime\Engine\FRefPoseOverride) > * RefPoseOverrides )


code: PRAGMA_DISABLE_DEPRECATION_WARNINGS FSkeletalMeshMerge ( const [FSkeletalMeshMerge](API\Runtime\Engine\FSkeletalMeshMerge) & )


description:
Constructor
Constructor

code: FSkeletalMeshMerge ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * InMergeMesh, const [TArray](API\Runtime\Core\Containers\TArray)< [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * > & InSrcMeshList, const [TArray](API\Runtime\Core\Containers\TArray)< [FSkelMeshMergeSectionMapping](API\Runtime\Engine\FSkelMeshMergeSectionMapping) > & InForceSectionMapping, int32 StripTopLODs, EMeshBufferAccess MeshBufferAccess, const [FSkelMeshMergeUVTransformMapping](API\Runtime\Engine\FSkelMeshMergeUVTransformMapping) * InSectionUVTransforms )


description: Deprecated* FSkelMeshMergeUVTransforms has been replaced withFSkelMeshMergeMeshUVTransforms, use different signature

code: FSkeletalMeshMerge ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * InMergeMesh, const [TArray](API\Runtime\Core\Containers\TArray)< [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * > & InSrcMeshList, const [TArray](API\Runtime\Core\Containers\TArray)< [FSkelMeshMergeSectionMapping](API\Runtime\Engine\FSkelMeshMergeSectionMapping) > & InForceSectionMapping, int32 StripTopLODs, EMeshBufferAccess MeshBufferAccess, PRAGMA_DISABLE_DEPRECATION_WARNINGS FSkelMeshMergeUVTransforms * InSectionUVTransforms )


className: FSkeletalMeshMerge

description: Utility for merging a list of skeletal meshes into a single mesh.

code: class FSkeletalMeshMerge


description: Enable blend weight rendering in the editor

code: virtual void EnableOverlayRendering ( bool bEnabled, const [TArray](API\Runtime\Core\Containers\TArray)< int32 > * InBonesOfInterest, const [TArray](API\Runtime\Core\Containers\TArray)< [UMorphTarget](API\Runtime\Engine\Animation\UMorphTarget) * > * MorphTargetOfInterest )


description: Re-skin cached vertices for an LOD and update the vertex buffer. Note that this function is called from the render thread!

code: void CacheVertices ( int32 LODIndex, bool bForce ) const


description: Draw Normals/Tangents based on skinned vertex data

code: virtual void DrawVertexElements ( [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI, const FMatrix & ToWorldSpace, bool bDrawNormals, bool bDrawTangents, bool bDrawBinormals ) const


description: Helper function to return the asset path name, optionally joined with the LOD index if LODIndex > -1.

code: [FName](API\Runtime\Core\UObject\FName) GetAssetPathName ( int32 LODIndex ) const


className: FSkelMeshObjectLODInfo

description: Setup for rendering a specific LOD entry of the component

code: struct FSkelMeshObjectLODInfo

HiddenMaterials

type: TArray< bool >

description: Hidden Material Section Flags for rendering - That is MaterialIndex, not SectionIndex


description: If we are caching geometry deformation through skin-cache/mesh-deformers or other, then this returns the currently cached geoemtry.

code: virtual bool GetCachedGeometry ( [FCachedGeometry](API\Runtime\Engine\FCachedGeometry) & OutCachedGeometry ) const


description: Get the color buffer either from the component LOD info or the skeletal mesh LOD render data

code: static [FColorVertexBuffer](API\Runtime\Engine\Rendering\FColorVertexBuffer) * GetColorVertexBuffer ( [FSkeletalMeshLODRenderData](API\Runtime\Engine\Rendering\FSkeletalMeshLODRenderData) & LODData, [FSkelMeshComponentLODInfo](API\Runtime\Engine\Components\FSkelMeshComponentLODInfo) * CompLODInfo )


description: Return the ID of the component to which the skeletal mesh object belongs to.

code: uint32 GetComponentId() const


description: Get the array of component-space bone transforms. Not safe to hold this point between frames, because it exists in dynamic data passed from main thread.

code: [TArray](API\Runtime\Core\Containers\TArray)< FTransform > * GetComponentSpaceTransforms() const


description: Returns the feature level thisFSkeletalMeshObjectwas created with


description: Get the LOD to render this mesh at.

code: int32 GetLOD() const


description: Get the array of refpose->local matrices Not safe to hold this reference between frames, because it exists in dynamic data passed from main thread.

code: const [TArray](API\Runtime\Core\Containers\TArray)< FMatrix44f > & GetReferenceToLocalMatrices() const


description:
List of sections to be rendered based on instance weight usage. Full swap of weights will render with its own sections.
List of chunks to be rendered based on instance weight usage. Full swap of weights will render with its own chunks.
Chunks to iterate over for rendering

code: const [TArray](API\Runtime\Core\Containers\TArray)< [FSkelMeshRenderSection](API\Runtime\Engine\Rendering\FSkelMeshRenderSection) > & GetRenderSections ( int32 InLODIndex ) const


description: Returns the size of memory allocated by render data

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


description: LODIndex - The LOD to get the display factor for

code: float GetScreenSize ( int32 LODIndex ) const


description: Get the skeletal mesh resource for which this mesh object was created.

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


code: [FColor](API\Runtime\Core\Math\FColor) GetSkinCacheVisualizationDebugColor ( const [FName](API\Runtime\Core\UObject\FName) & GPUSkinCacheVisualizationMode, uint32 SectionIndex ) const


description: vertex factory for rendering the LOD, 0 to suppress rendering

code: const [FVertexFactory](API\Runtime\RenderCore\FVertexFactory) * GetSkinVertexFactory ( const [FSceneView](API\Runtime\Engine\FSceneView) * View, int32 LODIndex, int32 ChunkIdx, ESkinVertexFactoryMode VFMode ) const


description: Get the weight buffer either from the component LOD info or the skeletal mesh LOD render data

code: static [FSkinWeightVertexBuffer](API\Runtime\Engine\Rendering\FSkinWeightVertexBuffer) * GetSkinWeightVertexBuffer ( [FSkeletalMeshLODRenderData](API\Runtime\Engine\Rendering\FSkeletalMeshLODRenderData) & LODData, [FSkelMeshComponentLODInfo](API\Runtime\Engine\Components\FSkelMeshComponentLODInfo) * CompLODInfo )


description: VertexFactoryUserData for storing on aFMeshBatch.

code: virtual const [FSkinBatchVertexFactoryUserData](API\Runtime\Engine\FSkinBatchVertexFactoryUserData) * GetVertexFactoryUserData ( const int32 LODIndex, int32 ChunkIdx, ESkinVertexFactoryMode VFMode ) const


description: Return true if this does have valid dynamic data to render

code: bool HaveValidDynamicData() const


description: Initialize the array of LODInfo based on the settings of the current skel mesh component

code: void InitLODInfos ( const [USkinnedMeshComponent](API\Runtime\Engine\Components\USkinnedMeshComponent) * InMeshComponent )


description: Initialize rendering resources for each LOD

code: void InitResources ( [USkinnedMeshComponent](API\Runtime\Engine\Components\USkinnedMeshComponent) * InMeshComponent )


description: Determine if the material section entry for an LOD is hidden or not

code: bool IsMaterialHidden ( int32 InLODIndex, int32 MaterialIdx ) const


description: Returns true if this mesh performs skinning on the CPU.

code: bool IsCPUSkinned() const


description: Called byFSkeletalMeshObjectprior to GDME. This allows the GPU skin version to update bones etc now that we know we are going to render

code: virtual void PreGDMECallback ( class [FGPUSkinCache](API\Runtime\Engine\FGPUSkinCache) * GPUSkinCache, uint32 FrameNumber )


description: Called to notify clothing data that component transform has changed

code: virtual void RefreshClothingTransforms ( const FMatrix & InNewLocalToWorld, uint32 FrameNumber )


description: Release rendering resources for each LOD

code: void ReleaseResources()


description: Update the hidden material section flags for an LOD entry

code: void SetHiddenMaterials ( int32 InLODIndex, const [TArray](API\Runtime\Core\Containers\TArray)< bool > & HiddenMaterials )


description: Called when that component transform has changed

code: virtual void SetTransform ( const FMatrix & InNewLocalToWorld, uint32 FrameNumber )


description: if per-bone motion blur is enabled for this object. This includes is the system overwrites the skeletal mesh setting.

code: bool ShouldUsePerBoneMotionBlur() const


description: Called by the game thread for any dynamic data updates for this skel mesh object

code: void Update ( int32 LODIndex, [USkinnedMeshComponent](API\Runtime\Engine\Components\USkinnedMeshComponent) * InMeshComponent, const FMorphTargetWeightMap & InActiveMorphTargets, const [TArray](API\Runtime\Core\Containers\TArray)< float > & MorphTargetWeights, EPreviousBoneTransformUpdateMode PreviousBoneTransformUpdateMode, const [FExternalMorphWeightData](API\Runtime\Engine\Components\FExternalMorphWeightData) & InExternalMorphWeightData )


description: Given a set of views, update the MinDesiredLODLevel member to indicate the minimum (ie best) LOD we would like to use to render this mesh. This is called from the rendering thread (PreRender) so be very careful what you read/write to.

code: void UpdateMinDesiredLODLevel ( const [FSceneView](API\Runtime\Engine\FSceneView) * View, const FBoxSphereBounds & Bounds, int32 FrameNumber, uint8 CurFirstLODIdx )


description: Will force re-evaluating which Skin Weight buffer should be used for skinning, determined by checking for any override weights or a skin weight profile being set. This prevents re-creating the vertex factories, but rather updates the bindings in place.

code: void UpdateSkinWeightBuffer ( [USkinnedMeshComponent](API\Runtime\Engine\Components\USkinnedMeshComponent) * InMeshComponent )


code: FSkeletalMeshObject ( [USkinnedMeshComponent](API\Runtime\Engine\Components\USkinnedMeshComponent) * InMeshComponent, [FSkeletalMeshRenderData](API\Runtime\Engine\Rendering\FSkeletalMeshRenderData) * InSkelMeshRenderData, [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) FeatureLevel )


className: FSkeletalMeshObject

description: Interface for mesh rendering data

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

bHasBeenUpdatedAtLeastOnce

description: This is set to true when we have sent our Mesh data to the rendering thread at least once as it needs to have have a datastructure created there for each MeshObject

bUsePerBoneMotionBlur

description: If true, per-bone motion blur is enabled for this object.

ComponentId

description: Component ID to which belong this mesh object

DebugName

type: FName

FeatureLevel

type: ERHIFeatureLeve...

description: Feature level to render for.

LastFrameNumber

description: Used to keep track of the first call to UpdateMinDesiredLODLevel each frame.

LODInfo

type: TArray<FSkelMe...

MaxDistanceFactor

description: High (best) DistanceFactor that was desired for rendering this SkeletalMesh last frame.

MinDesiredLODLevel

description: Lowest (best) LOD that was desired for rendering this SkeletalMesh last frame.

SectionIndexPreview

description: Indexof the section to preview...

SelectedEditorMaterial

description: The Material currently selected. need to remember this index for reimporting cloth

SelectedEditorSection

description: The section currently selected in the Editor. Used for highlighting

ShadowCapsuleShapes

type: TArray< FCapsul...

SkeletalMeshLODInfo

type: TArray<FSkelet...

description: Per-LOD info.

SkeletalMeshRenderData

type: FSkeletalMeshRe...

description: The skeletal mesh resource with which to render.

SkinCacheEntry

type: FGPUSkinCacheEn...

StatId

type: TStatId

description: Used for dynamic stats

WorkingMaxDistanceFactor

description: This frames max distance factor.

WorkingMinDesiredLODLevel

description: This frames min desired LOD level.

WorldScale

type: FVector


description: true if the proxy can be culled when occluded by other primitives

code: virtual bool CanBeOccluded() const


className: FSkeletalMeshOptimizationSettings

description: FSkeletalMeshOptimizationSettings- The settings used to optimize a skeletal mesh LOD.

BaseLOD

description: Base LOD index to generate this LOD.

bEnforceBoneBoundaries

type: uint8:  1

description: Penalize edge collapse between vertices that have different major bones.

bLockColorBounaries

description: Disallow edge collapse when the vertices do not have a common color

bLockEdges

description: Preserve cuts in the mesh surface by locking vertices in place.

bMergeCoincidentVertBones

description: If enabled this option make sure vertices that share the same location (e.g. UV boundaries) have the same bone weights.

bRecalcNormals

type: uint8: 1

description: Whether Normal smoothing groups should be preserved.

bRemapMorphTargets

description: Remap the morph targets from the base LOD onto the reduce LOD.

MaxBonesPerVertex

description: Maximum number of bones that can be assigned to each vertex.

MaxDeviationPercentage

type: float

description: If ReductionMethod equals MaxDeviation this value is the maximum deviation from the base mesh as a percentage of the bounding sphere.

MaxNumOfTrianglesPercentage

description: The maximum number of triangles to retain when using percentage termination criterion.

MaxNumOfVertsPercentage

description: The maximum number of vertices to retain when using percentage termination criterion.

NormalsThreshold

description: If the angle between two triangles are above this value, the normals will not be smooth over the edge between those two triangles.

NumOfTrianglesPercentage

description: The percentage of triangles to retain as a ratio, e.g. 0.1 indicates 10 percent

NumOfVertPercentage

description: The percentage of vertices to retain as a ratio, e.g. 0.1 indicates 10 percent

OnDeleteLODModelDelegate

type: FOnDeleteLODMod...

description: Transient mutable delegate. If the delegate is bound, the reduction will call it instead of deleting the replaced LODModel. It will be then the delegate owner responsible of the LODModel memory.

ReductionMethod

type: TEnumAsByte< en...

description: The method to use when optimizing the skeletal mesh LOD

ShadingImportance

description: How important shading quality is.

SilhouetteImportance

description: How important the shape of the geometry is.

SkinningImportance

description: How important skinning quality is.

TextureImportance

description: How important texture density is.

VolumeImportance

description: Default value of 1 attempts to preserve volume.

WeldingThreshold

description: The welding threshold distance. Vertices under this distance will be welded.


description:
Creates the hit proxies are used when DrawDynamicElements is called. Called in the game thread.
The hit proxy to use by default for elements drawn by DrawDynamicElements.

code: virtual [HHitProxy](API\Runtime\Engine\HHitProxy) * CreateHitProxies ( [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * Component, [TArray](API\Runtime\Core\Containers\TArray)< [TRefCountPtr](API\Runtime\Core\Templates\TRefCountPtr)< [HHitProxy](API\Runtime\Engine\HHitProxy) > > & OutHitProxies )


code: void DebugDrawPoseWatchSkeletons ( int32 ViewIndex, [FMeshElementCollector](API\Runtime\Engine\FMeshElementCollector) & Collector, const [FEngineShowFlags](API\Runtime\Engine\FEngineShowFlags) & EngineShowFlags ) const


description: Render the bones of the skeleton for debug display

code: void DebugDrawSkeleton ( int32 ViewIndex, [FMeshElementCollector](API\Runtime\Engine\FMeshElementCollector) & Collector, const [FEngineShowFlags](API\Runtime\Engine\FEngineShowFlags) & EngineShowFlags ) const


description: Draws the primitive's static elements. This is called from the rendering thread once when the scene proxy is created. The static elements will only be rendered if GetViewRelevance declares static relevance.

code: virtual void DrawStaticElements ( [FStaticPrimitiveDrawInterface](API\Runtime\Engine\FStaticPrimitiveDrawInterface) * PDI )


code: FSkeletalMeshOptimizationSettings()


className: FLODSectionElements

description: Section elements for a particular LOD

code: struct FLODSectionElements

SectionElements

type: TArray<FSectio...


code: FSectionElementInfo &40; UMaterialInterface &42; InMaterial, bool bInEnableShadowCasting, int32 InUseMaterialIndex &41;


className: FSectionElementInfo

description: Info for section element in an LOD

code: struct FSectionElementInfo

bEnableShadowCasting

type: bool

description: Whether shadow casting is enabled for this section.

HitProxy

type: HHitProxy*

description: The editor needs to be able to individual sub-mesh hit detection, so we store a hit proxy on each mesh.

Material

type: UMaterialInterf...

UseMaterialIndex

description: Indexinto the materials array of the skel mesh or the component after LOD mapping


description: Render physics asset for debug display

code: virtual void DebugDrawPhysicsAsset ( int32 ViewIndex, [FMeshElementCollector](API\Runtime\Engine\FMeshElementCollector) & Collector, const [FEngineShowFlags](API\Runtime\Engine\FEngineShowFlags) & EngineShowFlags ) const


code: bool GetCachedGeometry ( struct [FCachedGeometry](API\Runtime\Engine\FCachedGeometry) & OutCachedGeometry ) const


description: Only call on render thread timeline


code: virtual uint8 GetCurrentFirstLODIdx_RenderThread() const


description: Util for getting LOD index currently used by this SceneProxy.

code: int32 GetCurrentLODIndex()


code: void GetDynamicElementsSection ( const [TArray](API\Runtime\Core\Containers\TArray)< const [FSceneView](API\Runtime\Engine\FSceneView) * > & Views, const [FSceneViewFamily](API\Runtime\Engine\FSceneViewFamily) & ViewFamily, uint32 VisibilityMap, const [FSkeletalMeshLODRenderData](API\Runtime\Engine\Rendering\FSkeletalMeshLODRenderData) & LODData, const int32 LODIndex, const int32 SectionIndex, bool bSectionSelected, const [FSectionElementInfo](API\Runtime\Engine\FSkeletalMeshSceneProxy\FSectionElementInfo) & SectionElementInfo, bool bInSelectable, [FMeshElementCollector](API\Runtime\Engine\FMeshElementCollector) & Collector ) const


description: Gathers the primitive's dynamic mesh elements. This will only be called if GetViewRelevance declares dynamic relevance. This is called from the rendering thread for each set of views that might be rendered. Game thread state like UObjects must have their properties mirrored on the proxy to avoid race conditions. The rendering thread must not dereference UObjects. The gathered mesh elements will be used multiple times, any memory referenced must last as long as the Collector (eg no stack memory should be referenced). This function should not modify the proxy but simply collect a description of things to render. Updates to the proxy need to be pushed from game thread or external events.

code: virtual void GetDynamicMeshElements ( const [TArray](API\Runtime\Core\Containers\TArray)< const [FSceneView](API\Runtime\Engine\FSceneView) * > & Views, const [FSceneViewFamily](API\Runtime\Engine\FSceneViewFamily) & ViewFamily, uint32 VisibilityMap, [FMeshElementCollector](API\Runtime\Engine\FMeshElementCollector) & Collector ) const


code: virtual bool GetMaterialTextureScales ( int32 LODIndex, int32 SectionIndex, const [FMaterialRenderProxy](API\Runtime\Engine\Materials\FMaterialRenderProxy) * MaterialRenderProxy, FVector4f * OneOverScales, FIntVector4 * UVChannelIndices ) const


description: Every derived class should override these functions

code: virtual uint32 GetMemoryFootprint() const


code: void GetMeshElementsConditionallySelectable ( const [TArray](API\Runtime\Core\Containers\TArray)< const [FSceneView](API\Runtime\Engine\FSceneView) * > & Views, const [FSceneViewFamily](API\Runtime\Engine\FSceneViewFamily) & ViewFamily, bool bInSelectable, uint32 VisibilityMap, [FMeshElementCollector](API\Runtime\Engine\FMeshElementCollector) & Collector ) const


code: const [FSkeletalMeshObject](API\Runtime\Engine\FSkeletalMeshObject) * GetMeshObject() const


description:
Get mesh UV density for a LOD-section.
Whether the densities were computed or not.

code: virtual bool GetMeshUVDensities ( int32 LODIndex, int32 SectionIndex, FVector4 & WorldUVDensities ) const


description: Return the bounds for the pre-skinned primitive in local space

code: virtual void GetPreSkinnedLocalBounds ( FBoxSphereBounds & OutBounds ) const


description:
Get primitive distance to view origin for a given LOD-section.
Whether distance was computed or not

code: virtual bool GetPrimitiveDistance ( int32 LODIndex, int32 SectionIndex, const FVector & ViewOrigin, float & PrimitiveDistance ) const


description: Gathers shadow shapes from this proxy.

code: virtual void GetShadowShapes ( FVector PreViewTranslation, [TArray](API\Runtime\Core\Containers\TArray)< FCapsuleShape3f > & OutCapsuleShapes ) const


description: Returns a pre-sorted list of shadow capsules's bone indicies

code: const [TArray](API\Runtime\Core\Containers\TArray)< uint16 > & GetSortedShadowBoneIndices() const


description: Return a type (or subtype) specific hash for sorting purposes

code: virtual SIZE_T GetTypeHash() const


description:
Returns the world transform to use for drawing.
Returns the world transform to use for drawing.
true if out matrices are valid

code: bool GetWorldMatrices ( FMatrix & OutLocalToWorld, FMatrix & OutWorldToLocal ) const


code: virtual bool HasDynamicIndirectShadowCasterRepresentation() const


description: true if the proxy uses distance cull fade.

code: virtual bool IsUsingDistanceCullFade() const


description: Called to notify the proxy when its transform has been updated. Called in the thread that owns the proxy; game or rendering.

code: virtual void OnTransformChanged()


description: Updates morph material usage for materials referenced by each LOD entry

code: void UpdateMorphMaterialUsage_GameThread ( [TArray](API\Runtime\Core\Containers\TArray)< [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * > & MaterialUsingMorphTarget )


description: Constructor.

code: FSkeletalMeshSceneProxy ( const [USkinnedMeshComponent](API\Runtime\Engine\Components\USkinnedMeshComponent) * Component, [FSkeletalMeshRenderData](API\Runtime\Engine\Rendering\FSkeletalMeshRenderData) * InSkelMeshRenderData )


className: FSkeletalMeshSceneProxy

description: A skeletal mesh component scene proxy.

code: class FSkeletalMeshSceneProxy : public [FPrimitiveSceneProxy](API\Runtime\Engine\FPrimitiveSceneProxy)

bForceWireframe

description: Data copied for rendering

DebugDrawColor

type: TOptional<FLin...

description: The color we draw this component in if drawing debug bones

FeatureLevel

type: TEnumAsByte<ER...

LODSections

type: TArray<FLODSec...

description: Array of section elements for each LOD

MaterialRelevance

type: FMaterialReleva...

type: TSet<UMaterial...

description: Set of materials used by this scene proxy, safe to access from the game thread.

MeshObject

type: FSkeletalMeshOb...

Owner

type: AActor*

PhysicsAssetForDebug

type: UPhysicsAsset&...

PoseWatchDynamicData

type: FPoseWatchDynam...

PreSkinnedLocalBounds

type: FBoxSphereBound...

description: The primitive's pre-skinned local space bounds.

ShadowCapsuleBoneIndices

type: TArray< uint16 ...

ShadowCapsuleData

type: TArray< TPair< ...

description: BoneIndex->capsule pairs used for rendering sphere/capsule shadows Note that these are in refpose component space, NOT bone space.

SkeletalMeshForDebug

type: constUSkinnedA...

description: The points to the skeletal mesh and physics assets are purely for debug purposes.

StreamingDistanceMultiplier

description: The component streaming distance multiplier


className: FSkelMeshMergeMeshUVTransforms

code: struct FSkelMeshMergeMeshUVTransforms

UVTransforms

type: TArray< FTransf...

description: A list of how UVs should be transformed on a given mesh, where index represents a specific UV channel.


className: FSkelMeshMergeSectionMapping

description: Info to map all the sections from a single source skeletal mesh to a final section entry in the merged skeletal mesh

code: struct FSkelMeshMergeSectionMapping

SectionIDs

type: TArray< int32 >

description: Indices to final section entries of the merged skel mesh


className: FSkelMeshMergeUVTransformMapping

description: Info to map all the sections about how to transform their UVsInfo to map all the sections about how to transform their UVs

code: struct FSkelMeshMergeUVTransformMapping

UVTransformsPerMesh

type: TArray<FSkelMe...

description: UV coordinates transform datam one entry for each Skeletal Mesh.


description: Relevance is always dynamic for skel meshes unless they are disabled

code: virtual [FPrimitiveViewRelevance](API\Runtime\Engine\FPrimitiveViewRelevance) GetViewRelevance ( const [FSceneView](API\Runtime\Engine\FSceneView) * View ) const


className: FSkelMeshRefPoseOverride

description: Struct used to store per-component ref pose override

code: struct FSkelMeshRefPoseOverride

RefBasesInvMatrix

type: TArray< FMatrix...

description: Inverse of (component space) ref pose matrices

RefBonePoses

description: Per bone transforms (local space) for new ref pose


className: FSkinBatchVertexFactoryUserData

code: struct FSkinBatchVertexFactoryUserData

DeformerGeometry

type: FMeshDeformerGe...

SkinCacheEntry

type: FGPUSkinCacheEn...


description: Adds skeletal meshes compiled asynchronously so they are monitored.

code: void AddSkeletalMeshes ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< class [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) *const > InSkeletalMeshes )


description: Adds skinned assets compiled asynchronously so they are monitored.

code: void AddSkinnedAssets ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< [USkinnedAsset](API\Runtime\Engine\Engine\USkinnedAsset) *const > InSkinnedAssets )


description: Blocks until completion of all async skinned asset compilation.

code: virtual void FinishAllCompilation()


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


description: Blocks until completion of the requested skinned assets.

code: void FinishCompilation ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< [USkinnedAsset](API\Runtime\Engine\Engine\USkinnedAsset) *const > InSkinnedAssets )


description: Returns the priority at which the given skinned asset should be scheduled.

code: EQueuedWorkPriority GetBasePriority ( [USkinnedAsset](API\Runtime\Engine\Engine\USkinnedAsset) * InSkinnedAsset ) const


description: Returns the number of outstanding compilations.

code: int32 GetNumRemainingJobs() const


description: Returns the threadpool where skinned asset compilation should be scheduled.

code: [FQueuedThreadPool](API\Runtime\Core\Misc\FQueuedThreadPool) * GetThreadPool() const


description: Returns if asynchronous compilation is allowed for this skinned asset.

code: bool IsAsyncCompilationAllowed ( [USkinnedAsset](API\Runtime\Engine\Engine\USkinnedAsset) * InSkinnedAsset ) const


description: Returns true if the feature is currently activated.

code: bool IsAsyncCompilationEnabled() const


description: Cancel any pending work and blocks until it is safe to shut down.

code: virtual void Shutdown()


description: Initialization constructor.

code: FSkinnedMeshComponentRecreateRenderStateContext ( [USkinnedAsset](API\Runtime\Engine\Engine\USkinnedAsset) * InSkinnedAsset, bool InRefreshBounds )


className: FSkinnedAssetCompilingManager

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

code: class FSkinnedAssetCompilingManager : private [IAssetCompilingManager](API\Runtime\Engine\IAssetCompilingManager)


description: Destructor: recreates render state for all components that had their render states destroyed in the constructor.


description: Used to recreate all skinned mesh components for a given skinned asset.


code: void ApplyWorldOffset ( const FVector3f & InOffset )


code: FVector GetAtmosphereLightDirection ( int32 AtmosphereLightIndex, const FVector & DefaultDirection ) const


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


code: float GetHeightFogContribution() const


code: float GetTraceSampleCountScale() const


code: void UpdateTransform ( const FTransform & ComponentTransform, uint8 TranformMode )


description: Initialization constructor.

code: FSkyAtmosphereSceneProxy ( const [USkyAtmosphereComponent](API\Runtime\Engine\Components\USkyAtmosphereComponent) * InComponent )


className: FSkyAtmosphereSceneProxy

description: Represents aUSkyAtmosphereComponentto the rendering thread.

code: class FSkyAtmosphereSceneProxy

bStaticLightingBuilt

type: bool

RenderSceneInfo

type: FSkyAtmosphereR...


code: void Initialize ( float InBlendFraction, const FSHVectorRGB3 * InIrradianceEnvironmentMap, const FSHVectorRGB3 * BlendDestinationIrradianceEnvironmentMap, const float * InAverageBrightness, const float * BlendDestinationAverageBrightness, const [FLinearColor](API\Runtime\Core\Math\FLinearColor) * InSpecifiedCubemapColorScale )


code: void SetLightColor ( const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & InColor )


className: FSkyLightSceneProxy

description: Represents aUSkyLightComponentto the rendering thread.

code: class FSkyLightSceneProxy

AverageBrightness

type: float

bAffectGlobalIllumination

type: uint8: 1

BlendDestinationProcessedTexture

type: FTexture*

bShowIlluminanceMeter

type: uint8:  1

CapturePosition

type: FVector

CastRayTracedShadow

type: TEnumAsByte<EC...

LightComponent

type: constUSkyLight...

LowerHemisphereColor

type: FLinearColor

OcclusionCombineMode

type: TEnumAsByte< EO...


description: Initialization constructor.

code: FSkyLightSceneProxy ( const class [USkyLightComponent](API\Runtime\Engine\Components\USkyLightComponent) * InLightComponent )


description: Forces any pending async realtime source tasks to finish for the buffer


description: Describe the buffer (platform can override to add to the description, but should call the base class version)

code: virtual [FString](API\Runtime\Core\Containers\FString) Describe ( bool bUseLongName )


description: Gets the chunk index that was last read from (for Streaming Manager requests)

code: virtual int32 GetCurrentChunkIndex() const


description: Turn the number of channels into a string description


description: Gets the offset into the chunk that was last read to (for Streaming Manager priority)

code: virtual int32 GetCurrentChunkOffset() const


description: This will return the name of the SoundClass of the Sound that this buffer(SoundWave) belongs to. NOTE: This will find the first cue in the ObjectIterator list. So if we are using SoundWaves in multiple places we will pick up the first one only.


description: Returns whether or not a real-time decoding buffer is ready for playback

code: virtual bool IsRealTimeSourceReady()


description: Reads the next compressed data chunk

code: virtual bool ReadCompressedData ( uint8 * Destination, int32 NumFramesToDecode, bool bLooping )


description: Reads the compressed info of the given sound wave. Not implemented on all platforms.

code: virtual bool ReadCompressedInfo ( [USoundWave](API\Runtime\Engine\Sound\USoundWave) * SoundWave )


description: Seeks the buffer to the given seek time

code: virtual void Seek ( const float SeekTime )


code: FSoundBuffer ( class [FAudioDevice](API\Runtime\Engine\FAudioDevice) * InAudioDevice )


className: FSoundBuffer

code: class FSoundBuffer

AudioDevice

type: FAudioDevice&#...

description: Parent Audio Device used when creating the sound buffer.

bAllocationInPermanentPool

description: Whether memory for this buffer has been allocated from permanent pool.

NumChannels

description: Cumulative channels from all streams

ResourceID

description: Unique ID that ties this buffer to aUSoundWave

ResourceName

type: FString

description: Human readable name of resource, most likely name ofUObjectassociated during caching.


className: FSoundMixClassOverride

code: struct FSoundMixClassOverride

PitchOverride

type: FDynamicParamet...

SoundClassAdjustor

type: FSoundClassAdju...


className: FSoundMixState

code: struct FSoundMixState

EndTime

type: double


description: Returns a string describing the source (subclass can override, but it should call the base and append).


className: FSoundParseParameters

description: Struct used for gathering the final parameters to apply to a wave instance

code: struct FSoundParseParameters

AbsoluteAzimuth

description: The absolute azimuth angle of the sound relative to the forward listener vector (359 degrees to left, 1 degrees to right)

AmbientZoneFilterFrequency

description: The lowpass filter to apply if the sound is inside an ambient zone.

AttenuationDistance

description: The distance over which the sound is attenuated.

AttenuationHighpassFilterFrequency

description: The highpass filter frequency to apply due to distance attenuation.

AttenuationLowpassFilterFrequency

description: The lowpass filter frequency to apply due to distance attenuation.

AudioLinkSettingsOverride

type: UAudioLinkSetti...

description: If using AudioLink, this allows the settings to be overriden.

bApplyNormalizationToStereoSounds

description: Whether or not to apply a =6 dB attenuation to stereo spatialization sounds.

bEnableBaseSubmix

type: uint32:  1

description: Whether or not to render to the main submix

bEnableBusSends

description: Whether or not to enable sending this audio's output to buses.

bEnableLowPassFilter

description: Whether we have enabled low-pass filtering of this sound.

bEnableRetrigger

description: Whether or not this sound can re-trigger.

bEnableSubmixSends

description: Whether or not to enable Submix Sends in addition to the Main Submix

bIsOccluded

description: Whether this sound is occluded.

bIsPaused

description: Whether or not this sound is manually paused (i.e. not by application-wide pause)

bLooping

description: Whether the sound should be seamlessly looped.

bSpatializationIsExternalSend

description: Whether the spatialization plugin is an external send.

bUseSpatialization

description: Whether the sound should be spatialized.

BusSends

type: TArray<FSoundS...

description: The source bus sends to use.

CustomReverbSendCurve

type: FRuntimeFloatCu...

DistanceAttenuation

description: The attenuation of the sound due to distance attenuation.

EnvelopeFollowerAttackTime

description: Attack time of the source envelope follower.

EnvelopeFollowerReleaseTime

description: Release time of the source envelope follower.

InteriorVolumeMultiplier

description: The multiplier to apply if the sound class desires.

ListenerToSoundDistance

description: The distance from the listener to the sound.

ListenerToSoundDistanceForPanning

description: The distance from the listener to the sound (ignores attenuation settings)

LowPassFilterFrequency

description: The lowpass filter frequency to apply (if enabled)

NonSpatializedRadiusEnd

description: At what distance from the source the sound is fully non-spatialized.

NonSpatializedRadiusMode

type: ENonSpatialized...

description: Which mode to use for non-spatialized radius.

NonSpatializedRadiusStart

description: At what distance from the source of the sound should spatialization begin.

NotifyBufferFinishedHooks

type: FNotifyBufferFi...

description: A collection of finish notification hooks.

OcclusionAttenuation

description: The attenuation of the sound due to occlusion attenuation.

OcclusionFilterFrequency

description: The lowpass filter to apply if the sound is occluded.

OcclusionPluginSettings

type: UOcclusionPlugi...

description: What occlusion plugin source settings to use.

Pitch

description: The pitch scale factor of the sound.

Priority

description: The priority of sound, which is the product of the component priority and the USoundBased priority.

ReverbPluginSettings

type: UReverbPluginSo...

description: What reverb plugin source settings to use.

ReverbSendMethod

type: EReverbSendMeth...

description: Reverb wet-level parameters.

SoundClass

type: USoundClass...

description: The Sound Class to use the settings of.

SoundSubmix

type: USoundSubmixBas...

description: The sound submix to use for the wave instance.

SoundSubmixSends

description: The submix sends to use.

SourceDataOverridePluginSettings

type: USourceDataOver...

description: What source data override plugin source settings to use.

SourceEffectChain

type: USoundEffectSou...

description: What source effect chain to use.

SpatializationMethod

type: ESoundSpatializ...

description: Which spatialization algorithm to use.

SpatializationPluginSettings

type: USpatialization...

StartTime

description: Time offset from beginning of sound to start at.

StereoSpread

description: The distance between left and right channels when spatializing stereo assets.

SubmixSendSettings

type: TArray<FAttenu...

description: Submix send params to use for this sound.

Transform

type: FTransform

description: The transform of the sound (scale is not used)

Velocity

description: The speed that the sound is moving relative to the listener.

Volume

description: The volume product of the sound.

VolumeMultiplier

description: A volume scale on the sound specified by user.


className: FDebugInfo

description: Struct containing the debug state of a SoundSource

code: struct FDebugInfo

bIsMuted

type: bool

description: True if this sound has been muted .

bIsSoloed

description: True if this sound has been soloed.

CPUCoreUtilization

type: double

description: Fraction of a single CPU core used to render audio.

CS

type: FCriticalSectio...

description: Basic CS so we can pass this around safely.

MuteSoloReason

type: FString

description: Reason why this sound is mute/soloed.


description: Returns the contained sound buffer object.

code: virtual const [FSoundBuffer](API\Runtime\Engine\FSoundBuffer) * GetBuffer() const


code: void GetChannelLocations ( FVector & Left, FVector & Right ) const


description: Returns the volume of the sound source after evaluating debug commands

code: float GetDebugVolume ( const float InVolume )


description: Returns the source's envelope at the callback block rate. Only implemented in audio mixer.

code: virtual float GetEnvelopeValue() const


description: Returns the source's playback percent.

code: virtual float GetPlaybackPercent() const


description: Returns the wave instance of the sound source.

code: const [FWaveInstance](API\Runtime\Engine\FWaveInstance) * GetWaveInstance() const


description: Initializes the sound source.

code: bool Init ( [FWaveInstance](API\Runtime\Engine\FWaveInstance) * InWaveInstance )


description: Initializes common data for all sound source types.

code: void InitCommon()


description: Initializes any source effects for this sound source.

code: virtual void InitializeSourceEffects ( uint32 InEffectVoiceId )


description: Returns true if the sound source has finished playing.

code: bool IsFinished()


description: Returns source is an in-game only. Will pause when in UI.

code: bool IsGameOnly() const


description: Returns whether or not the sound source has initialized.

code: virtual bool IsInitialized() const


description: Returns true if the sound is paused.

code: bool IsPausedByGame() const


description: Returns whether or not the sound source is playing.

code: bool IsPlaying() const


description: Gets parameters necessary for computing 3d spatialization of sources.


description: Returns if the source voice is prepared to initialize.

code: virtual bool IsPreparedToInit()


description: Returns true if reverb should be applied.

code: bool IsReverbApplied() const


description: Whether or not the source is stopping. Only implemented in audio mixer.

code: virtual bool IsStopping()


description: Pauses the sound source.

code: void Pause()


description: Plays the sound source.

code: void Play()


description: Prepares the source voice for initialization. This may parse a compressed asset header on some platforms

code: virtual bool PrepareForInitialization ( [FWaveInstance](API\Runtime\Engine\FWaveInstance) * InWaveInstance )


description: Updates the FilterFrequency value.

code: void SetFilterFrequency()


description: Updates and sets the LFEBleed variable.

code: float SetLFEBleed()


description: Pause the source from game pause

code: void SetPauseByGame ( bool bInIsPauseByGame )


description: Returns true if the sound is paused.

code: bool IsPaused() const


description: Pause the source manually

code: void SetPauseManually ( bool bInIsPauseManually )


description: Set the bReverbApplied variable.

code: bool SetReverbApplied ( bool bHardwareAvailable )


description: Sets if this voice is virtual.

code: void SetVirtual()


description: Stops the sound source.

code: virtual void Stop()


description: Updates the sound source.

code: void Update()


description: Updates common data for all sound source types.

code: void UpdateCommon()


description: Updates this source's pause state

code: void UpdatePause()


description: Updates the stereo emitter positions of this voice.

code: void UpdateStereoEmitterPositions()


description: Constructor

code: FSoundSource ( [FAudioDevice](API\Runtime\Engine\FAudioDevice) * InAudioDevice )


description: Destructor

code: virtual ~FSoundSource()


className: FSoundSource

code: class FSoundSource

AudioDevice

type: FAudioDevice&#...

description: Owning audio device.

bInitialized

type: uint8:  1

description: Whether or not the sound source is initialized.

bIsManuallyPaused

description: Whether or not we were paused manually.

bIsPausedByGame

description: Whether we are paused by game state or not.

bIsPreviewSound

description: Whether or not the sound is a preview sound.

bIsVirtual

type: uint32:  1

description: True if this isn't a real hardware voice

bReverbApplied

description: Cached sound mode value used to detect when to switch outputs.

Buffer

type: FSoundBuffer&#...

description: Cached sound buffer associated with currently bound wave instance.

DebugInfo

type: TSharedPtr<FDe...

HPFFrequency

type: float

description: What frequency to set the HPF filter to. Note this could be caused by HPF distance attenuation.

LastHeardUpdate

description: Last tick when this source was activeandhad a hearable volume

LastHPFFrequency

description: The last HPF frequency set. Used to avoid making API calls when parameter doesn't changing.

LastLPFFrequency

description: The last LPF frequency set. Used to avoid making API calls when parameter doesn't changing.

LastUpdate

description: Last tick when this source was active

LeftChannelSourceLocation

type: FVector

description: The location of the left-channel source for stereo spatialization.

LFEBleed

description: The amount of a sound to bleed to the LFE speaker

LPFFrequency

description: What frequency to set the LPF filter to.

NumFramesPlayed

description: The number of frames (Samples / NumChannels) played by the sound source.

NumTotalFrames

description: The total number of frames of audio for the sound wave

Paused

description: Whether or not we are actually paused.

Pitch

description: The pitch of the sound source.

PlaybackTime

description: The virtual current playback time. Used to trigger notifications when finished.

Playing

type: FThreadSafeBool

description: Whether we are playing or not.

RightChannelSourceLocation

description: The location of the right-channel source for stereo spatialization.

StartFrame

description: The frame we started on.

TickCount

description: Update tick count. Used to stop oldest stopping sound source.

VoiceId

description: Effect ID of this sound source in the audio device sound source array.

WaveInstance

type: FWaveInstance&...

description: Contained wave instance.


description: Adds sound waves compiled asynchronously so they are monitored.

code: void AddSoundWaves ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< [USoundWave](API\Runtime\Engine\Sound\USoundWave) *const > InSoundWaves )


description: Blocks until completion of all async texture compilation.

code: virtual void FinishAllCompilation()


description: Blocks until completion of the requested sound waves.

code: void FinishCompilation ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< [USoundWave](API\Runtime\Engine\Sound\USoundWave) *const > InSoundWaves )


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


description: Returns the priority at which the given sound waves should be scheduled.

code: EQueuedWorkPriority GetBasePriority ( [USoundWave](API\Runtime\Engine\Sound\USoundWave) * InSoundWave ) const


description: Returns the number of outstanding sound wave compilations.

code: int32 GetNumRemainingSoundWaves() const


description: Get the name of the asset type this compiler handles


description: Returns the threadpool where sound waves compilation should be scheduled.

code: [FQueuedThreadPool](API\Runtime\Core\Misc\FQueuedThreadPool) * GetThreadPool() const


description: Returns if asynchronous compilation is allowed for this sound wave.

code: bool IsAsyncCompilationAllowed ( [USoundWave](API\Runtime\Engine\Sound\USoundWave) * InSoundWave ) const


description: Returns true if the feature is currently activated.


description: Called once per frame, fetches completed tasks and actives them in the world.

code: virtual void ProcessAsyncTasks ( bool bLimitExecutionTime )


description: Cancel any pending work and blocks until it is safe to shut down.

code: virtual void Shutdown()


className: FSoundWaveCompilingManager

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

code: class FSoundWaveCompilingManager : private [IAssetCompilingManager](API\Runtime\Engine\IAssetCompilingManager)


description: Allocate a range. Returns allocated StartOffset.

code: int32 Allocate ( int32 Num )


className: FSourceMeshDataForDerivedDataTask

description: Source mesh data. Valid only in specific cases, when StaticMesh doesn't contain original data anymore (e.g. it's replaced by the Nanite coarse mesh representation)

code: class FSourceMeshDataForDerivedDataTask

TriangleIndices

type: TArray< uint32 ...

VertexPositions

type: TArray< FVector...


description: Between these calls to Free just appends the allocation to the free list, rather than trying to merge with existing allocations. At EndDeferMerges the free list is consolidated by sorting and merging all spans. This amortises the cost of the merge over many calls.

code: void Consolidate()


description: Free an already allocated range.

code: void Free ( int32 BaseOffset, int32 Num )


code: int32 GetNumPendingFreeSpans() const


code: int32 GetSparselyAllocatedSize() const


description: Loop over all free spans and check ifIndexis in any of them. Note: Very costly, only intended for debugging use, and probably best if under a toggle even then.

code: bool IsFree ( int32 Index ) const


description: If bInGrowOnly is true the size reported byGetMaxSize()will never decrease except when for whenReset()orEmpty()is called.

code: FSpanAllocator ( bool bInGrowOnly )


className: FSpanAllocator

description: Allocator for spans from some range that is allowed to grow and shrink to accomodate the allocations. Implementation is biased towards the case where allocations and frees are performed in bulk, if they are interleaved performance will degrade. Prefers allocations at the start of the range, such that the high-watermark can be reduced optimally. Primarily optimized for the use-case where span size == 1, for variable span size allocation performance is sub-optimal as it does not accelerate the search for larger allocs.

code: class FSpanAllocator


code: SIZE_T GetResourceSizeBytes() const


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


className: FSparseDistanceFieldMip

code: class FSparseDistanceFieldMip

IndirectionDimensions

type: FIntVector


code: static FUniformBufferRHIRef CreateUniformBuffer ( const [FSpeedTreeUniformParameters](API\Runtime\Engine\FSpeedTreeUniformParameters) & InContents, EUniformBufferUsage InUsage )


className: bIsStoredInConstantBuffer

code: static bIsStoredInConstantBuffer = true;


className: FileLine

code: static FileLine = builtin_LINE();


className: FileName

code: static FileName = builtin_FILE();


code: static const FShaderParametersMetadata &42; GetStructMetadata&40;&41;


className: NumElements

code: static NumElements = 0;


code: static const [FShaderParametersMetadata](API\Runtime\RenderCore\FShaderParametersMetadata) * GetStructMetadata()


className: zzMemberFunc

code: typedef zzFuncPtr(* zzMemberFunc


className: zzMemberIdPrevWindBranchAdherences


className: zzMemberIdPrevWindVector

description: Straight copy of the previous members for last frame's values.


className: zzMemberIdWindRollingLeafAndDirection


description: Animation

code: ENGINE_API void Advance ( bool bEnabled, double fTime )


className: FSpeedTreeUniformParameters

code: class FSpeedTreeUniformParameters

PrevWindAnimation

type: TShaderParamete...


description: Computes the wind anchor position based on current wind conditions.

code: void ComputeWindAnchor ( float * pPos )


className: Constants

code: enum Constants { NUM_WIND_POINTS_IN_CURVE = 10, NUM_BRANCH_LEVELS = 2, NUM_LEAF_GROUPS = 2, }


className: EOptions

description: Shader state that are set at compile time

code: enum EOptions { GLOBAL_WIND, GLOBAL_PRESERVE_SHAPE, BRANCH_SIMPLE_1, BRANCH_DIRECTIONAL_1, BRANCH_DIRECTIONAL_FROND_1, BRANCH_TURBULENCE_1, BRANCH_WHIP_1, BRANCH_OSC_COMPLEX_1, BRANCH_SIMPLE_2, BRANCH_DIRECTIONAL_2, BRANCH_DIRECTIONAL_FROND_2, BRANCH_TURBULENCE_2, BRANCH_WHIP_2, BRANCH_OSC_COMPLEX_2, LEAF_RIPPLE_VERTEX_NORMAL_1, LEAF_RIPPLE_COMPUTED_1, LEAF_TUMBLE_1, LEAF_TWITCH_1, LEAF_OCCLUSION_1, LEAF_RIPPLE_VERTEX_NORMAL_2, LEAF_RIPPLE_COMPUTED_2, LEAF_TUMBLE_2, LEAF_TWITCH_2, LEAF_OCCLUSION_2, FROND_RIPPLE_ONE_SIDED, FROND_RIPPLE_TWO_SIDED, FROND_RIPPLE_ADJUST_LIGHTING, ROLLING, NUM_WIND_OPTIONS, }


code: ENGINE_API void EnableGusting ( bool bEnabled )


className: EOscillationComponents

description: Wind simulation components that oscillate

code: enum EOscillationComponents { OSC_GLOBAL, OSC_BRANCH_1, OSC_BRANCH_2, OSC_LEAF_1_RIPPLE, OSC_LEAF_1_TUMBLE, OSC_LEAF_1_TWITCH, OSC_LEAF_2_RIPPLE, OSC_LEAF_2_TUMBLE, OSC_LEAF_2_TWITCH, OSC_FROND_RIPPLE, NUM_OSC_COMPONENTS, }


code: ENGINE_API const float * GetBranchAnchor() const


className: EShaderValues

description: Values to be uploaded as shader constants

code: enum EShaderValues { SH_WIND_DIR_X, SH_WIND_DIR_Y, SH_WIND_DIR_Z, SH_GENERAL_STRENGTH, SH_GLOBAL_TIME, SH_GLOBAL_DISTANCE, SH_GLOBAL_HEIGHT, SH_GLOBAL_HEIGHT_EXPONENT, SH_BRANCH_1_TIME, SH_BRANCH_1_DISTANCE, SH_BRANCH_2_TIME, SH_BRANCH_2_DISTANCE, SH_BRANCH_1_TWITCH, SH_BRANCH_1_TWITCH_FREQ_SCALE, SH_BRANCH_2_TWITCH, SH_BRANCH_2_TWITCH_FREQ_SCALE, SH_BRANCH_1_WHIP, SH_BRANCH_2_WHIP, SH_WIND_PACK0, SH_WIND_PACK1, SH_WIND_ANCHOR_X, SH_WIND_ANCHOR_Y, SH_WIND_ANCHOR_Z, SH_WIND_PACK2, SH_GLOBAL_DIRECTION_ADHERENCE, SH_BRANCH_1_DIRECTION_ADHERENCE, SH_BRANCH_2_DIRECTION_ADHERENCE, SH_WIND_PACK5, SH_BRANCH_1_TURBULENCE, SH_BRANCH_2_TURBULENCE, SH_WIND_PACK6, SH_WIND_PACK7, SH_LEAF_1_RIPPLE_TIME, SH_LEAF_1_RIPPLE_DISTANCE, SH_LEAF_1_LEEWARD_SCALAR, SH_WIND_PACK8, SH_LEAF_1_TUMBLE_TIME, SH_LEAF_1_TUMBLE_FLIP, SH_LEAF_1_TUMBLE_TWIST, SH_LEAF_1_TUMBLE_DIRECTION_ADHERENCE, SH_LEAF_1_TWITCH_THROW, SH_LEAF_1_TWITCH_SHARPNESS, SH_LEAF_1_TWITCH_TIME, SH_WIND_PACK9, SH_LEAF_2_RIPPLE_TIME, SH_LEAF_2_RIPPLE_DISTANCE, SH_LEAF_2_LEEWARD_SCALAR, SH_WIND_PACK10, SH_LEAF_2_TUMBLE_TIME, SH_LEAF_2_TUMBLE_FLIP, SH_LEAF_2_TUMBLE_TWIST, SH_LEAF_2_TUMBLE_DIRECTION_ADHERENCE, SH_LEAF_2_TWITCH_THROW, SH_LEAF_2_TWITCH_SHARPNESS, SH_LEAF_2_TWITCH_TIME, SH_WIND_PACK11, SH_FROND_RIPPLE_TIME, SH_FROND_RIPPLE_DISTANCE, SH_FROND_RIPPLE_TILE, SH_FROND_RIPPLE_LIGHTING_SCALAR, SH_ROLLING_BRANCH_FIELD_MIN, SH_ROLLING_BRANCH_LIGHTING_ADJUST, SH_ROLLING_BRANCH_VERTICAL_OFFSET, SH_WIND_PACK12, SH_ROLLING_LEAF_RIPPLE_MIN, SH_ROLLING_LEAF_TUMBLE_MIN, SH_ROLLING_X, SH_ROLLING_Y, SH_ROLLING_NOISE_PERIOD, SH_ROLLING_NOISE_SIZE, SH_ROLLING_NOISE_TURBULENCE, SH_ROLLING_NOISE_TWIST, NUM_SHADER_VALUES, }


code: ENGINE_API float GetMaxBranchLength() const


code: ENGINE_API const [FSpeedTreeWind::SParams](API\Runtime\Engine\FSpeedTreeWind\SParams) & GetParams() const


code: ENGINE_API const float * GetShaderTable() const


description: Advances the gust parameter and randomly gusts if it can (e.g., the gust is not dying off or rising) based on the gust frequency.

code: void Gust ( double fTime )


code: ENGINE_API bool IsOptionEnabled ( [EOptions](API\Runtime\Engine\FSpeedTreeWind\EOptions) eOption ) const


description: Converts an input value (fInput) in the range [0.0, 1.0] to an s-curve. The parameterfLinearnessflattens out the s-curve where 0.0 = s-curve and 1.0 = linear.

code: float LinearSigmoid ( float fInput, float fLinearness )


description: Normalizes the the incoming vector (pVector).

code: void Normalize ( float * pVector )


code: float RandomFloat ( float fMin, float fMax ) const


code: ENGINE_API SBranchWindLevel&40;&41;


code: float Interpolate ( float fA, float fB, float fAmt )


code: ENGINE_API void SetDirection ( const FVector & vDir )


className: SBranchWindLevel

code: struct SBranchWindLevel


code: ENGINE_API void Scale ( float fScalar )


code: ENGINE_API void SetGustFrequency ( float fGustFreq )


code: ENGINE_API void SetGustMax ( float InGustMax )


description: Instantly set gust min/max. Trees will pop if visible. Don't call during gameplay while trees are visible.

code: ENGINE_API void SetGustMin ( float InGustMin )


code: ENGINE_API void SetInitDirection ( const FVector & vDir )


code: void SetNeedsReload ( bool bReload )


description: Shader options

code: ENGINE_API void SetOption ( [EOptions](API\Runtime\Engine\FSpeedTreeWind\EOptions) eOption, bool bState )


description: Settings

code: ENGINE_API void SetParams ( const [FSpeedTreeWind::SParams](API\Runtime\Engine\FSpeedTreeWind\SParams) & sParams )


description: Sets the desired strength (fStrength). TheFSpeedTreeWind::Advance( )function will make the actual strength get there smoothly based on the strength response time.

code: ENGINE_API void SetStrength ( float fStrength )


description: Tree-specific values

code: ENGINE_API void SetTreeValues ( const FVector & vBranchAnchor, float fMaxBranchLength )


className: SParams

code: struct SParams

description: Oscillation components

description: Frond ripple

type: SBranchWindLeve...

description: Branch motion

description: Leaf motion

description: Global motion

description: Gusting

description: Rolling

description: Settings


className: SWindGroup

code: struct SWindGroup


description: Default constructor forFSpeedTreeWind.

code: ENGINE_API FSpeedTreeWind()


className: FSpeedTreeWind

description:
IDV, Inc.
Web: http://www.idvinc.com

code: class FSpeedTreeWind

description: Includes Previous frame's values after current.

type: bool

type: double

type: SParams


description: Render function to display the stat

code: int32 DrawStat ( [FViewport](API\Runtime\Engine\FViewport) * InViewport, [FCanvas](API\Runtime\Engine\FCanvas) * InCanvas, int32 InX, int32 InY )


className: NumHitches

code: static const int32 NumHitches = 20;


className: FStatHitchesData

description: Data needed to display perframe stat tracking when STAT HITCHES is enabled

code: struct FStatHitchesData

Hitches

type: TArray< float >

When

type: TArray< double ...


code: void AppendKeyString ( [FString](API\Runtime\Core\Containers\FString) & KeyString ) const


code: void GetValue ( [FMaterialParameterMetadata](API\Runtime\Engine\FMaterialParameterMetadata) & OutResult ) const


code: bool operator== ( const [FStaticComponentMaskParameter](API\Runtime\Engine\FStaticComponentMaskParameter) & Reference ) const


code: void UpdateHash ( [FSHA1](API\Runtime\Core\Misc\FSHA1) & HashState ) const


code: FStaticComponentMaskParameter ( const [FMaterialParameterInfo](API\Runtime\Engine\FMaterialParameterInfo) & InInfo, bool InR, bool InG, bool InB, bool InA, bool InOverride, [FGuid](API\Runtime\Core\Misc\FGuid) InGuid )


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


code: FStaticComponentMaskValue ( bool InR, bool InG, bool InB, bool InA )


className: FStaticComponentMaskValue

code: struct FStaticComponentMaskValue


className: FStaticComponentMaskParameter

description: Holds the information for a static component mask parameter

code: struct FStaticComponentMaskParameter : public [FStaticParameterBase](API\Runtime\Engine\FStaticParameterBase)


description: Called when the static lighting has been computed to apply it to the mapping's owner. This function is responsible for deleting ShadowMapData and QuantizedData.

code: virtual void Apply ( struct [FQuantizedLightmapData](API\Runtime\Engine\FQuantizedLightmapData) * QuantizedData, const [TMap](API\Runtime\Core\Containers\TMap)< [ULightComponent](API\Runtime\Engine\Components\ULightComponent) *, class [FShadowMapData2D](API\Runtime\Engine\FShadowMapData2D) * > & ShadowMapData, [ULevel](API\Runtime\Engine\Engine\ULevel) * LightingScenario )


code: virtual bool DebugThisMapping() const


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


description: Export static lighting mapping instance data to an exporter

code: virtual void ExportMapping ( class FLightmassExporter * Exporter )


description: Whether or not this mapping should be processed or imported

code: virtual bool IsValidMapping() const


description: Initialization constructor.

code: FStaticLightingGlobalVolumeMapping ( [FStaticLightingMesh](API\Runtime\Engine\FStaticLightingMesh) * InMesh, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InOwner, int32 InSizeX, int32 InSizeY, int32 InLightmapTextureCoordinateIndex )


className: FStaticLightingGlobalVolumeMapping

description: Represents an object which will use the global volumetric lightmap. Hack: currently represented as a texture mapping for Lightmass GI solver surface caching

code: class FStaticLightingGlobalVolumeMapping : public [FStaticLightingTextureMapping](API\Runtime\Engine\FStaticLightingTextureMapping)


description: Returns the Guid used for static lighting.FGuidthat identifies the mapping

code: virtual const [FGuid](API\Runtime\Core\Misc\FGuid) & GetLightingGuid() const


description: UOject* The object that is mapped by this mapping

code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetMappedObject() const


code: virtual int32 GetTexelCount() const


description: If the mapping is a texture mapping, returns a pointer to this mapping as a texture mapping. Otherwise, returns NULL.

code: virtual [FStaticLightingTextureMapping](API\Runtime\Engine\FStaticLightingTextureMapping) * GetTextureMapping()


description: true if the mapping is a texture mapping. Otherwise, returns false.

code: virtual bool IsTextureMapping() const


description: Initialization constructor.

code: FStaticLightingMapping ( [FStaticLightingMesh](API\Runtime\Engine\FStaticLightingMesh) * InMesh, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InOwner )


description: Virtual destructor.

code: virtual ~FStaticLightingMapping()


className: FStaticLightingMapping

description: A mapping between world-space surfaces and a static lighting cache.

code: class FStaticLightingMapping : public virtual [FRefCountedObject](API\Runtime\Core\Templates\FRefCountedObject)

bProcessMapping

type: uint32:  1

description: True if the mapping should be processed by Lightmass.

Mesh

type: FStaticLighting...

description: The mesh associated with the mapping.

Owner

type: UObject*co...

description: The object which owns the mapping.


description: Export static lighting mesh instance data to an exporter

code: virtual void ExportMeshInstance ( class FLightmassExporter * Exporter ) const


description: Accesses a triangle's vertex indices for shading.

code: virtual void GetShadingTriangleIndices ( int32 TriangleIndex, int32 & OutI0, int32 & OutI1, int32 & OutI2 ) const


description: Accesses a triangle for shading.

code: virtual void GetShadingTriangle ( int32 TriangleIndex, [FStaticLightingVertex](API\Runtime\Engine\FStaticLightingVertex) & OutV0, [FStaticLightingVertex](API\Runtime\Engine\FStaticLightingVertex) & OutV1, [FStaticLightingVertex](API\Runtime\Engine\FStaticLightingVertex) & OutV2 ) const


description: Accesses a triangle.

code: void GetTriangle ( int32 TriangleIndex, [FStaticLightingVertex](API\Runtime\Engine\FStaticLightingVertex) & OutV0, [FStaticLightingVertex](API\Runtime\Engine\FStaticLightingVertex) & OutV1, [FStaticLightingVertex](API\Runtime\Engine\FStaticLightingVertex) & OutV2 ) const


description: Accesses a triangle's vertex indices.

code: void GetTriangleIndices ( int32 TriangleIndex, int32 & OutI0, int32 & OutI1, int32 & OutI2 ) const


description:
Checks if a line segment intersects the mesh.
The intersection of the light-ray with the mesh.

code: [FLightRayIntersection](API\Runtime\Engine\FLightRayIntersection) IntersectLightRay ( const FVector & Start, const FVector & End, bool bFindNearestIntersection ) const


description: true if the mesh wants to control shadow casting per element rather than per mesh.

code: virtual bool IsControllingShadowPerElement() const


description: true if the specified triangle casts a shadow.

code: virtual bool IsTriangleCastingShadow ( uint32 TriangleIndex ) const


description:
Checks whether ShouldCastShadow will return true always.
true if ShouldCastShadow will return true always.

code: virtual bool IsUniformShadowCaster() const


description:
Determines whether the mesh should cast a shadow from a specific light on a specific mapping. This doesn't determine if the mesh actually shadows the receiver, just whether it should be allowed to.
true if the mesh should shadow the receiver from the light.

code: virtual bool ShouldCastShadow ( [ULightComponent](API\Runtime\Engine\Components\ULightComponent) * Light, const [FStaticLightingMapping](API\Runtime\Engine\FStaticLightingMapping) * Receiver ) const


description: Initialization constructor.

code: FStaticLightingMesh ( int32 InNumTriangles, int32 InNumShadingTriangles, int32 InNumVertices, int32 InNumShadingVertices, int32 InTextureCoordinateIndex, bool bInCastShadow, bool bInTwoSidedMaterial, const [TArray](API\Runtime\Core\Containers\TArray)< [ULightComponent](API\Runtime\Engine\Components\ULightComponent) * > & InRelevantLights, const [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) *const InComponent, const FBox & InBoundingBox, const [FGuid](API\Runtime\Core\Misc\FGuid) & InGuid )


description: Virtual destructor.

code: virtual ~FStaticLightingMesh()


className: FStaticLightingMesh

description: A mesh which is used for computing static lighting.

code: class FStaticLightingMesh : public virtual [FRefCountedObject](API\Runtime\Core\Templates\FRefCountedObject)

bCastShadow

type: const uint32:  ...

description: Whether the mesh casts a shadow.

BoundingBox

type: FBox

description: The bounding box of the mesh.

bTwoSidedMaterial

description: Whether the mesh uses a two-sided material.

Component

type: constUPrimitiv...

description: The primitive component this mesh was created by.

Guid

type: FGuid

description: Unique ID for tracking this lighting mesh during distributed lighting

NumShadingTriangles

type: const int32

description: The number of shading triangles in the mesh.

NumShadingVertices

description: The number of shading vertices in the mesh.

NumTriangles

description: The number of triangles in the mesh that will be used for visibility tests.

NumVertices

description: The number of vertices in the mesh that will be used for visibility tests.

OtherMeshLODs

type: TArray<TRefCou...

description: OtherFStaticLightingMesh's that should be considered the same mesh object (just different LOD), and should not shadow this LOD.

RelevantLights

type: constTArray<U...

description: The lights which affect the mesh's primitive.

SourceMeshGuid

description: Cached guid for the source mesh

TextureCoordinateIndex

description: The texture coordinate index which is used to parametrize materials.

VisibilityIds

type: TArray< int32 >

description: Used for precomputed visibility


className: FStaticLightingPrimitiveInfo

description: The info about an actor component which the static lighting system needs.

code: struct FStaticLightingPrimitiveInfo

Mappings

description: The primitive's static lighting mappings.

Meshes

description: The primitive's meshes.


description: Called when the static lighting has been computed to apply it to the mapping's owner. This function is responsible for deleting ShadowMapData and QuantizedData.

code: void Apply ( struct [FQuantizedLightmapData](API\Runtime\Engine\FQuantizedLightmapData) * QuantizedData, const [TMap](API\Runtime\Core\Containers\TMap)< [ULightComponent](API\Runtime\Engine\Components\ULightComponent) *, class [FShadowMapData2D](API\Runtime\Engine\FShadowMapData2D) * > & ShadowMapData, [ULevel](API\Runtime\Engine\Engine\ULevel) * LightingScenario )


code: virtual bool DebugThisMapping() const


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


code: virtual int32 GetTexelCount() const


description: If the mapping is a texture mapping, returns a pointer to this mapping as a texture mapping. Otherwise, returns NULL.

code: virtual [FStaticLightingTextureMapping](API\Runtime\Engine\FStaticLightingTextureMapping) * GetTextureMapping()


description: true if the mapping is a texture mapping. Otherwise, returns false.

code: virtual bool IsTextureMapping() const


description: Whether or not this mapping should be processed or imported

code: virtual bool IsValidMapping() const


description: Initialization constructor.

code: FStaticLightingTextureMapping ( [FStaticLightingMesh](API\Runtime\Engine\FStaticLightingMesh) * InMesh, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InOwner, int32 InSizeX, int32 InSizeY, int32 InLightmapTextureCoordinateIndex, bool bInBilinearFilter )


className: FStaticLightingTextureMapping

description: A mapping between world-space surfaces and static lighting cache textures.

code: class FStaticLightingTextureMapping : public [FStaticLightingMapping](API\Runtime\Engine\FStaticLightingMapping)

bBilinearFilter

type: const bool

description: Whether to apply a bilinear filter to the sample or not.

LightmapTextureCoordinateIndex

description: The lightmap texture coordinate index which is used for the mapping.

SizeX

description: The width of the static lighting textures used by the mapping.

SizeY

description: The height of the static lighting textures used by the mapping.


className: FStaticLightingVertex

description: The vertex data used to build static lighting.

code: struct FStaticLightingVertex

WorldPosition

type: FVector


className: FStaticMaterialLayersParameter

description: Deprecated* Material layers are no longer material parameters, useFStaticParameterSet::MaterialLayers

code: struct FStaticMaterialLayersParameter : public [FStaticParameterBase](API\Runtime\Engine\FStaticParameterBase)

Value

type: FMaterialLayers...


code: virtual float GetWeights ( [TArray](API\Runtime\Core\Containers\TArray)< float > & OutWeights )


className: ID

code: struct ID

ParameterID

type: FStaticParamete...


code: void Init ( const [FStaticMeshLODResources](API\Runtime\Engine\FStaticMeshLODResources) * InOwner )


code: FStaticMeshAreaWeightedSectionSampler()


className: FStaticMeshAreaWeightedSectionSampler

code: struct FStaticMeshAreaWeightedSectionSampler : public FWeightedRandomSampler

Owner

type: TRefCountPtr< c...


className: FStaticMeshBudgetInfo

code: struct FStaticMeshBudgetInfo

LodGroupName

type: FName

description: The name of the LOD group we will use for this budget.

MinimumExtent

type: double

description: The minimum volume extent to assign this budget info.


className: FStaticMeshBuildVertex

description: The information used to build a static-mesh vertex.

code: struct FStaticMeshBuildVertex

Color

type: FColor


description: Adds static meshes compiled asynchronously so they are monitored.

code: void AddStaticMeshes ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) *const > InStaticMeshes )


description: Blocks until completion of all async static mesh compilation.

code: virtual void FinishAllCompilation()


description: Blocks until completion of the requested static meshes.

code: void FinishCompilation ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) *const > InStaticMeshes )


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


description: Returns the priority at which the given static mesh should be scheduled.

code: EQueuedWorkPriority GetBasePriority ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * InStaticMesh ) const


description: Returns the number of outstanding texture compilations.

code: int32 GetNumRemainingMeshes() const


description: Get the name of the asset type this compiler handles


description: Returns the threadpool where static mesh compilation should be scheduled.

code: [FQueuedThreadPool](API\Runtime\Core\Misc\FQueuedThreadPool) * GetThreadPool() const


description: Returns if asynchronous compilation is allowed for this static mesh.

code: bool IsAsyncCompilationAllowed ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * InStaticMesh ) const


description: Returns true if the feature is currently activated.


description: Cancel any pending work and blocks until it is safe to shut down.

code: virtual void Shutdown()


className: FStaticMeshCompilingManager

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

code: class FStaticMeshCompilingManager : private [IAssetCompilingManager](API\Runtime\Engine\IAssetCompilingManager)


code: void AddSimpleConstructionScript ( [USimpleConstructionScript](API\Runtime\Engine\Engine\USimpleConstructionScript) * SCS )


description: Removes any static mesh components that have had their proxy created after the context is created

code: void SanitizeMeshComponents()


description: Initialization constructor. Note that it's OK to pass things that aren't static meshes. This class will filter those out.

code: FStaticMeshComponentBulkReregisterContext ( [FSceneInterface](API\Runtime\Engine\FSceneInterface) * InScene, [TArrayView](API\Runtime\Core\Containers\TArrayView)< [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * > InComponents, EBulkReregister ReregisterType )


description: Enqueues a rendering command to release the vertex colors. The game thread must block until the rendering thread has processed the command before deleting OverrideVertexColors.

code: void BeginReleaseOverrideVertexColors()


description: Delete existing resources

code: void CleanUp()


description:
Ensure this LODInfo has a valid MapBuildDataId GUID.
true if a new GUID was created, false otherwise.

code: bool CreateMapBuildDataId ( int32 LodIndex )


description: Methods for importing and exporting the painted vertex array to text

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


code: void ImportText ( const TCHAR ** SourceText )


description: Default constructor

code: FStaticMeshComponentLODInfo()


code: FStaticMeshComponentLODInfo ( [UStaticMeshComponent](API\Runtime\Engine\Components\UStaticMeshComponent) * InOwningComponent )


description: Destructor

code: ~FStaticMeshComponentLODInfo()


className: FStaticMeshComponentLODInfo

code: struct FStaticMeshComponentLODInfo

LegacyMapBuildData

type: FMeshMapBuildDa...

description: Used during deserialization to temporarily store legacy lightmap data.

MapBuildDataId

description: Uniquely identifies this LOD's built map data.

OverrideMapBuildData

type: TUniquePtr<FMe...

description: Transient override lightmap data, used by landscape grass.

OverrideVertexColors

type: FColorVertexBuf...

description: Vertex colors to use for this mesh LOD

OwningComponent

type: UStaticMeshComp...

description: Owner of thisFStaticMeshComponentLODInfoWarning, can be NULL for a component created via SpawnActor off of a blueprint default (LODData will be created without a call to SetLODDataCount).

PaintedVertices

type: TArray< struct ...

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

PreCulledIndexBuffer

type: FRawStaticIndex...

PreCulledSections

type: TArray<FPreCul...

description: Information for each section about what range of PreCulledIndexBuffer to use.


description:
Will only work using the static meshes provided at construction.
An reference to an array of static mesh components that are using this mesh.

code: const [TArray](API\Runtime\Core\Containers\TArray)< [UStaticMeshComponent](API\Runtime\Engine\Components\UStaticMeshComponent) * > & GetComponentsUsingMesh ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh ) const


description: Initialization constructor.

code: FStaticMeshComponentRecreateRenderStateContext ( const [TArray](API\Runtime\Core\Containers\TArray)< [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * > & InStaticMeshes, bool InUnbuildLighting, bool InRefreshBounds )


description: Destructor: recreates render state for all components that had their render states destroyed in the constructor.


description: FStaticMeshComponentRecreateRenderStateContext- Destroys render state for all StaticMeshComponents using a given StaticMesh and recreates them when it goes out of scope. Used to ensure stale rendering data isn't kept around in the components when importing over or rebuilding an existing static mesh.


className: FStaticMeshDataType

code: struct FStaticMeshDataType

ColorComponent

type: FVertexStreamCo...

description: The stream to read the vertex color from.

ColorComponentsSRV

type: FRHIShaderResou...

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

LightMapCoordinateComponent

description: The stream to read the shadow map texture coordinates from.

PositionComponent

description: The stream to read the vertex position from.

TangentBasisComponents

description: The streams to read the tangent basis from.

TextureCoordinates

type: TArray<FVertex...

description: The streams to read the texture coordinates from.

TextureCoordinatesSRV

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


code: void AllocateInstances ( int32 InNumInstances, int32 InNumCustomDataFloats, EResizeBufferFlags BufferFlags, bool DestroyExistingInstances )


code: void ClearInstanceEditorData ( int32 InstanceIndex )


code: void GetInstanceCustomDataValues ( int32 InstanceIndex, [TArray](API\Runtime\Core\Containers\TArray)< float > & CustomData ) const


description: Initialization constructor.

code: FStaticMeshComponentRecreateRenderStateContext ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * InStaticMesh, bool InUnbuildLighting, bool InRefreshBounds )


code: void GetInstanceEditorData ( int32 InstanceIndex, [FColor](API\Runtime\Core\Math\FColor) & HitProxyColorOut, bool & bSelectedOut ) const


code: void GetInstanceLightMapData ( int32 InstanceIndex, FVector4f & InstanceLightmapAndShadowMapUVBias ) const


code: void GetInstanceRandomID ( int32 InstanceIndex, float & RandomInstanceID ) const


code: void GetInstanceTransform ( int32 InstanceIndex, [FRenderTransform](API\Runtime\RenderCore\FRenderTransform) & Transform ) const


code: int32 GetNumCustomDataFloats() const


code: bool GetTranslationUsesHalfs() const


code: int32 IsValidIndex ( int32 Index ) const


code: void NullifyInstance ( int32 InstanceIndex )


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


code: void SetAllowCPUAccess ( bool InNeedsCPUAccess )


code: void SetInstance ( int32 InstanceIndex, const FMatrix44f & Transform )


code: void SetInstance ( int32 InstanceIndex, const FMatrix44f & Transform, float RandomInstanceID )


code: void SetInstance ( int32 InstanceIndex, const FMatrix44f & Transform, const FVector2D & LightmapUVBias, const FVector2D & ShadowmapUVBias )


code: void SetInstance ( int32 InstanceIndex, const FMatrix44f & Transform, float RandomInstanceID, const FVector2D & LightmapUVBias, const FVector2D & ShadowmapUVBias )


code: void SetInstanceCustomData ( int32 InstanceIndex, int32 Index, float CustomData )


code: void SetInstanceEditorData ( int32 InstanceIndex, [FColor](API\Runtime\Core\Math\FColor) HitProxyColor, bool bSelected )


code: void SetInstanceLightMapData ( int32 InstanceIndex, const FVector2D & LightmapUVBias, const FVector2D & ShadowmapUVBias )


code: void SwapInstance ( int32 Index1, int32 Index2 )


description: Constructor

code: FStaticMeshInstanceData ( bool bInUseHalfFloat )


className: FStaticMeshInstanceData

description: The implementation of the static mesh instance data storage type.

code: class FStaticMeshInstanceData


description: Returns the default lightmap resolution.


description: Returns the default maximum of optional LODs


description: Returns the default maximum of streamed LODs


description: Returns the default number of LODs to build.

code: int32 GetDefaultNumLODs() const


description: Returns default reduction settings for the specified LOD.

code: [FMeshReductionSettings](API\Runtime\Engine\Engine\FMeshReductionSettings) GetDefaultSettings ( int32 LODIndex ) const


description: Applies global settings tweaks for the specified LOD.

code: [FMeshReductionSettings](API\Runtime\Engine\Engine\FMeshReductionSettings) GetSettings ( const [FMeshReductionSettings](API\Runtime\Engine\Engine\FMeshReductionSettings) & InSettings, int32 LODIndex ) const


description: Returns whether this LOD group supports LOD streaming.

code: bool IsLODStreamingSupported() const


description: Default values.

code: FStaticMeshLODGroup()


className: FStaticMeshLODGroup

description: The LOD settings to use for a group of static meshes.

code: class FStaticMeshLODGroup


className: EClassDataStripFlag

code: enum EClassDataStripFlag { CDSF_AdjacencyData_DEPRECATED = 1, CDSF_MinLodData = 2, CDSF_ReversedIndexBuffer = 4, CDSF_RayTracingResources = 8, }


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


description: Return the triangle count of this LOD.

code: int32 GetNumTriangles() const


description: Return the number of vertices in this LOD.

code: int32 GetNumVertices() const


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


description: Initializes all rendering resources.

code: void InitResources ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * Parent, int32 LODIndex )


description: Releases all rendering resources.

code: void ReleaseResources()


code: template<typename TBatcher> void ReleaseRHIForStreaming ( TBatcher & Batcher )


description: Serialize.

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


description: Default constructor. Add a reference if not stored with aTRefCountPtr

code: FStaticMeshLODResources ( bool bAddRef )


className: FStaticMeshLODResources

description: Rendering resources needed to render an individual static mesh LOD. This structure is ref counted to allow the LOD streamer to evaluate the number of readers to it (readers that could access the CPU data). Because the stream out clears the CPU readable data, CPU code that samples it must ensure to only reference LODs above CurrentFirstLODIdx.

code: struct FStaticMeshLODResources : public [FRefCountBase](API\Runtime\Core\Templates\FRefCountBase)

AdditionalIndexBuffers

type: FAdditionalStat...

AreaWeightedSampler

type: FStaticMeshArea...

description: Allows uniform random selection of mesh sections based on their area.

AreaWeightedSectionSamplers

type: FStaticMeshSect...

description: Allows uniform random selection of triangles on each mesh section based on triangle area.

AreaWeightedSectionSamplersBuffer

description: Allows uniform random selection of triangles on GPU.

bBuffersInlined

type: uint32:  1

description: True if vertex and index data are serialized inline

bHasDepthOnlyIndices

description: True if the depth only index buffers contained data at init.

bHasRayTracingGeometry

description: True if the ray tracing resources struct contained data at init.

bHasReversedDepthOnlyIndices

description: True if the reversed index buffers contained data at init.

bIsOptionalLOD

description: True if this LOD is optional. That is, vertex and index data may not be available

BuffersSize

description: Sum of all vertex and index buffer sizes. Calculated in SerializeBuffers

BulkData

type: FByteBulkData

CardRepresentationData

type: FCardRepresenta...

description: Card Representation data associated with this mesh, null if not present.

DepthOnlyIndexBuffer

description: Indexbuffer resource for rendering in depth only passes.

DerivedDataKey

type: FString

DistanceFieldData

type: FDistanceFieldV...

description: Distance field data associated with this mesh, null if not present.

IndexBuffer

description: Indexbuffer resource for rendering.

MaxDeviation

type: float

description: The maximum distance by which this LOD deviates from the base from which it was generated.

RayTracingGeometry

type: FRayTracingGeom...

description: Geometry for ray tracing.

Sections

description: Sections for this LOD.

VertexBuffers

type: FStaticMeshVert...

WedgeMap

type: TArray< int32 >

description: Map of wedge index to vertex index. Each LOD need one


description: Retrieve the settings for the specified LOD group.

code: const [FStaticMeshLODGroup](API\Runtime\Engine\FStaticMeshLODGroup) & GetLODGroup ( [FName](API\Runtime\Core\UObject\FName) LODGroup ) const


code: int32 GetLODGroupIdx ( [FName](API\Runtime\Core\UObject\FName) GroupName ) const


description: Retrieves the localized display names of all LOD groups.

code: void GetLODGroupDisplayNames ( [TArray](API\Runtime\Core\Containers\TArray)< [FText](API\Runtime\Core\Internationalization\FText) > & OutDisplayNames ) const


description: Retrieve the names of all defined LOD groups.

code: void GetLODGroupNames ( [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & OutNames ) const


description: Initializes LOD settings by reading them from the passed in config file section.

code: void Initialize ( const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform )


className: FStaticMeshLODSettings

description: Per-group LOD settings for static meshes.

code: class FStaticMeshLODSettings


description: Allocate LOD resources.

code: void AllocateLODResources ( int32 NumLODs )


code: void BuildAreaWeighedSamplingData()


description: Update LOD-SECTION uv densities.

code: void ComputeUVDensities()


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


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

code: const [FStaticMeshLODResources](API\Runtime\Engine\FStaticMeshLODResources) * GetCurrentFirstLOD ( int32 MinLODIdx ) const


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

code: int32 GetCurrentFirstLODIdx ( int32 MinLODIdx ) const


description: Return first valid LOD index starting at MinLODIdx.

code: int32 GetFirstValidLODIdx ( int32 MinLODIdx ) const


description: Count the number of LODs that not optional and guarantied to be installed. Starting from the last LOD and stopping at the first optional LOD.

code: int32 GetNumNonOptionalLODs() const


description: Count the number of LODs that are inlined and not streamable. Starting from the last LOD and stopping at the first non inlined LOD.

code: int32 GetNumNonStreamingLODs() const


description: Compute the size of this resource.

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


description: Cache derived renderable data for the static mesh with the provided level of detail settings.

code: void Cache ( const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform, [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * Owner, const [FStaticMeshLODSettings](API\Runtime\Engine\FStaticMeshLODSettings) & LODSettings )


description: Initialize the render resources.

code: void InitResources ( [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) InFeatureLevel, [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * Owner )


description: Releases the render resources.

code: void ReleaseResources()


description: Serialization.

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


description: Resolve all per-section settings.

code: void ResolveSectionInfo ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * Owner )


description: Serialize mesh build data which is inlined.

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


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


description: Default constructor.

code: FStaticMeshRenderData()


className: FStaticMeshRenderData

description: FStaticMeshRenderData- All data needed to render a static mesh.

code: class FStaticMeshRenderData

bLODsShareStaticLighting

type: bool

description: True if LODs share static lighting data.

Bounds

type: FBoxSphereBound...

description: Bounds of the renderable mesh.

bReadyForStreaming

description: True if rhi resources are initialized

DerivedDataKey

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

EstimatedCompressedSize

description: Estimate of total compressed size of all rendering data, including Nanite data.

EstimatedNaniteStreamingCompressedSize

description: Estimate of compressed size of Nanite streaming data.

EstimatedNaniteTotalCompressedSize

description: Estimate of total compressed size of Nanite data. Includes streaming and non-streaming data.

LODResources

type: FStaticMeshLODR...

description: Per-LOD resources.

MaterialIndexToImportIndex

description: Map of material index -> original material index at import time.

NaniteResourcesPtr

type: TPimplPtr<Nani...

NextCachedRenderData

type: TUniquePtr< cla...

description: The next cached derived data in the list.

ScreenSize

type: FPerPlatformFlo...

description: Screen size to switch LODs

UVChannelDataPerMaterial

type: TArray<FMeshUV...

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


description: true if the proxy can be culled when occluded by other primitives

code: virtual bool CanBeOccluded() const


description: Called when the rendering thread removes the proxy from the scene. This function allows for removing renderer-side resources. Called in the rendering thread.


description: Draws the primitive's static elements. This is called from the rendering thread once when the scene proxy is created. The static elements will only be rendered if GetViewRelevance declares static relevance.

code: virtual void DrawStaticElements ( [FStaticPrimitiveDrawInterface](API\Runtime\Engine\FStaticPrimitiveDrawInterface) * PDI )


description: Called when the rendering thread adds the proxy to the scene. This function allows for generating renderer-side resources. Called in the rendering thread.


description:
Creates the hit proxies are used when DrawDynamicElements is called. Called in the game thread.
The hit proxy to use by default for elements drawn by DrawDynamicElements.

code: virtual [HHitProxy](API\Runtime\Engine\HHitProxy) * CreateHitProxies ( [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * Component, [TArray](API\Runtime\Core\Containers\TArray)< [TRefCountPtr](API\Runtime\Core\Templates\TRefCountPtr)< [HHitProxy](API\Runtime\Engine\HHitProxy) > > & OutHitProxies )


description: Default constructor.


className: FSectionInfo

description: FSectionInfo()

code: struct FSectionInfo


code: virtual FLightInteraction GetInteraction &40; const FLightSceneProxy &42; LightSceneProxy &41; const


description: Initialization constructor.

code: FLODInfo &40; const UStaticMeshComponent &42; InComponent, const FStaticMeshVertexFactoriesArray & InLODVertexFactories, int32 InLODIndex, int32 InClampedMinLOD, bool bLODsShareStaticLighting &41;


className: FLODInfo

description: Information used by the proxy about a single LOD of the mesh.

code: class FLODInfo : public [FLightCacheInterface](API\Runtime\Engine\FLightCacheInterface)

OverrideColorVertexBuffer

type: FColorVertexBuf...

description: Vertex color data for this LOD (or NULL when not overridden),FStaticMeshComponentLODInfohandle the release of the memory

OverrideColorVFUniformBuffer

type: TUniformBufferR...

PreCulledIndexBuffer

type: constFRawStati...

Sections

type: TArray<FSectio...

description: Per-section information.


description: Sets up a collisionFMeshBatchfor a specific LOD and element.

code: virtual bool GetCollisionMeshElement ( int32 LODIndex, int32 BatchIndex, int32 ElementIndex, uint8 InDepthPriorityGroup, const [FMaterialRenderProxy](API\Runtime\Engine\Materials\FMaterialRenderProxy) * RenderProxy, [FMeshBatch](API\Runtime\Engine\FMeshBatch) & OutMeshBatch ) const


description: Only call on render thread timeline


code: virtual uint8 GetCurrentFirstLODIdx_RenderThread() const


code: virtual void GetDistanceFieldAtlasData ( const [FDistanceFieldVolumeData](API\Runtime\Engine\FDistanceFieldVolumeData) *& OutDistanceFieldData, float & SelfShadowBias ) const


code: virtual void GetDistanceFieldInstanceData ( [TArray](API\Runtime\Core\Containers\TArray)< [FRenderTransform](API\Runtime\RenderCore\FRenderTransform) > & InstanceLocalToPrimitiveTransforms ) const