private void SerializeStreamedData(FArchive Ar, bool bHasVertexColors) { var stripDataFlags = Ar.Read <FStripDataFlags>(); Indices = new FMultisizeIndexContainer(Ar); VertexBufferGPUSkin = new FSkeletalMeshVertexBuffer { bUseFullPrecisionUVs = true }; var positionVertexBuffer = new FPositionVertexBuffer(Ar); var staticMeshVertexBuffer = new FStaticMeshVertexBuffer(Ar); var skinWeightVertexBuffer = new FSkinWeightVertexBuffer(Ar, VertexBufferGPUSkin.bExtraBoneInfluences); if (bHasVertexColors) { var newColorVertexBuffer = new FColorVertexBuffer(Ar); ColorVertexBuffer = new FSkeletalMeshVertexColorBuffer(newColorVertexBuffer.Data); } if (FUE5ReleaseStreamObjectVersion.Get(Ar) < FUE5ReleaseStreamObjectVersion.Type.RemovingTessellation && !stripDataFlags.IsClassDataStripped((byte)EClassDataStripFlag.CDSF_AdjacencyData)) { AdjacencyIndexBuffer = new FMultisizeIndexContainer(Ar); } if (HasClothData()) { ClothVertexBuffer = new FSkeletalMeshVertexClothBuffer(Ar); } var skinWeightProfilesData = new FSkinWeightProfilesData(Ar); if (Ar.Game >= EGame.GAME_UE5_0) // Note: This was added in UE4.27, but we're only reading it on UE5 for compatibility with Fortnite { var rayTracingData = Ar.ReadArray <byte>(); } 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 }; } }
private 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); } }