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FStaticMeshRenderData::Serialize
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Strictly speaking, Data Load is not the execution content of the rendering pass.
However, as the data source for the rendering Pass, it is necessary to discuss this part before discussing the Pass execution process.
There are 2 design styles:
Unreal Engine has chosen the second style.
How is the Static Mesh data required for rendering loaded? We have already discussed this question in the previous section, but in this part, we will delve into the various details.
Let’s take a look at this small arrow
How the unreal engine load the FStaticMeshRenderData
from the disk?
You can image the process as this: