Gems/EMotionFX/Code/EMotionFX/Source/Actor.cpp
void Actor::RemoveAllNodeMeshes()
    {
        const size_t numNodes = m_skeleton->GetNumNodes();

        AZStd::vector<LODLevel>& lodLevels = m_meshLodData.m_lodLevels;
        for (LODLevel& lodLevel : lodLevels)
        {
            for (size_t i = 0; i < numNodes; ++i)
            {
                NodeLODInfo& info = lodLevel.m_nodeInfos[i];
                MCore::Destroy(info.m_mesh);
                info.m_mesh = nullptr;
                MCore::Destroy(info.m_stack);
                info.m_stack = nullptr;
            }
        }
    }
// removes all node meshes and stacks
removes all node meshes and stacks
removes all node meshes and stacks
void Actor::RemoveAllNodeMeshes()
    {
        const size_t numNodes = m_skeleton->GetNumNodes();
        AZStd::vector<LODLevel>& lodLevels = m_meshLodData.m_lodLevels;
        for (LODLevel& lodLevel : lodLevels)
        {
            for (size_t i = 0; i < numNodes; ++i)
            {
                NodeLODInfo& info = lodLevel.m_nodeInfos[i];
                MCore::Destroy(info.m_mesh);
                info.m_mesh = nullptr;
                MCore::Destroy(info.m_stack);
                info.m_stack = nullptr;
            }
        }
    }
void Actor :: RemoveAllNodeMeshes ( ) { const size_t numNodes = m_skeleton -> GetNumNodes ( ) ; AZStd :: vector < LODLevel > & lodLevels = m_meshLodData . m_lodLevels ; for ( LODLevel & lodLevel : lodLevels ) { for ( size_t i = 0 ; i < numNodes ; ++ i ) { NodeLODInfo & info = lodLevel . m_nodeInfos [ i ] ; MCore :: Destroy ( info . m_mesh ) ; info . m_mesh = nullptr ; MCore :: Destroy ( info . m_stack ) ; info . m_stack = nullptr ; } } }
removes all node meshes and stacks
removes all node meshes and stacks