public void SerializeRenderItem_Legacy(FAssetArchive Ar, bool bHasVertexColors, byte numVertexColorChannels) { var stripDataFlags = Ar.Read <FStripDataFlags>(); Sections = new FSkelMeshSection[Ar.Read <int>()]; for (var i = 0; i < Sections.Length; i++) { Sections[i] = new FSkelMeshSection(); Sections[i].SerializeRenderItem(Ar); } Indices = new FMultisizeIndexContainer(Ar); VertexBufferGPUSkin = new FSkeletalMeshVertexBuffer { bUseFullPrecisionUVs = true }; ActiveBoneIndices = Ar.ReadArray <short>(); RequiredBones = Ar.ReadArray <short>(); if (!stripDataFlags.IsDataStrippedForServer() && !stripDataFlags.IsClassDataStripped((byte)EClassDataStripFlag.CDSF_MinLodData)) { var positionVertexBuffer = new FPositionVertexBuffer(Ar); var staticMeshVertexBuffer = new FStaticMeshVertexBuffer(Ar); var skinWeightVertexBuffer = new FSkinWeightVertexBuffer(Ar, VertexBufferGPUSkin.bExtraBoneInfluences); if (!bHasVertexColors && Ar.Game == EGame.GAME_Borderlands3) { for (var i = 0; i < numVertexColorChannels; i++) { var newColorVertexBuffer = new FColorVertexBuffer(Ar); ColorVertexBuffer = new FSkeletalMeshVertexColorBuffer(newColorVertexBuffer.Data); } } else if (bHasVertexColors) { var newColorVertexBuffer = new FColorVertexBuffer(Ar); ColorVertexBuffer = new FSkeletalMeshVertexColorBuffer(newColorVertexBuffer.Data); } if (!stripDataFlags.IsClassDataStripped((byte)EClassDataStripFlag.CDSF_AdjacencyData)) { AdjacencyIndexBuffer = new FMultisizeIndexContainer(Ar); } if (HasClothData()) { ClothVertexBuffer = new FSkeletalMeshVertexClothBuffer(Ar); } NumVertices = positionVertexBuffer.NumVertices; NumTexCoords = staticMeshVertexBuffer.NumTexCoords; VertexBufferGPUSkin.VertsFloat = new FGPUVertFloat[NumVertices]; for (var i = 0; i < VertexBufferGPUSkin.VertsFloat.Length; i++) { VertexBufferGPUSkin.VertsFloat[i] = new FGPUVertFloat { Pos = positionVertexBuffer.Verts[i], Infs = skinWeightVertexBuffer.Weights[i], Normal = staticMeshVertexBuffer.UV[i].Normal, UV = staticMeshVertexBuffer.UV[i].UV }; } } if (Ar.Game >= EGame.GAME_UE4_23) { var skinWeightProfilesData = new FSkinWeightProfilesData(Ar); } }
// UE ref https://github.com/EpicGames/UnrealEngine/blob/26450a5a59ef65d212cf9ce525615c8bd673f42a/Engine/Source/Runtime/Engine/Private/SkeletalMeshLODRenderData.cpp#L710 public void SerializeRenderItem(FAssetArchive Ar, bool bHasVertexColors, byte numVertexColorChannels) { var stripDataFlags = Ar.Read <FStripDataFlags>(); var bIsLODCookedOut = false; if (Ar.Game != EGame.GAME_Splitgate) { bIsLODCookedOut = Ar.ReadBoolean(); } var bInlined = Ar.ReadBoolean(); RequiredBones = Ar.ReadArray <short>(); if (!stripDataFlags.IsDataStrippedForServer() && !bIsLODCookedOut) { Sections = new FSkelMeshSection[Ar.Read <int>()]; for (var i = 0; i < Sections.Length; i++) { Sections[i] = new FSkelMeshSection(); Sections[i].SerializeRenderItem(Ar); } ActiveBoneIndices = Ar.ReadArray <short>(); if (Ar.Game == EGame.GAME_KenaBridgeofSpirits) { Ar.ReadArray <byte>(); // EAssetType_array1 } Ar.Position += 4; //var buffersSize = Ar.Read<uint>(); if (bInlined) { SerializeStreamedData(Ar, bHasVertexColors); if (Ar.Game == EGame.GAME_RogueCompany) { Ar.Position += 12; // 1 (Long) + 2^16 (Int) var elementSize = Ar.Read <int>(); var elementCount = Ar.Read <int>(); if (elementSize > 0 && elementCount > 0) { Ar.SkipBulkArrayData(); } } } else { var bulk = new FByteBulkData(Ar); if (bulk.Header.ElementCount > 0) { using (var tempAr = new FByteArchive("LodReader", bulk.Data, Ar.Versions)) { SerializeStreamedData(tempAr, bHasVertexColors); } var skipBytes = 5; if (FUE5ReleaseStreamObjectVersion.Get(Ar) < FUE5ReleaseStreamObjectVersion.Type.RemovingTessellation && !stripDataFlags.IsClassDataStripped((byte)EClassDataStripFlag.CDSF_AdjacencyData)) { skipBytes += 5; } skipBytes += 4 * 4 + 2 * 4 + 2 * 4; skipBytes += FSkinWeightVertexBuffer.MetadataSize(Ar); Ar.Position += skipBytes; if (HasClothData()) { var clothIndexMapping = Ar.ReadArray <long>(); Ar.Position += 2 * 4; } var profileNames = Ar.ReadArray(Ar.ReadFName); } } } if (Ar.Game == EGame.GAME_ReadyOrNot) { Ar.Position += 4; } }