Resource progress
USkeletalMesh:PostLoad() --> InitResources() --> FSkeletalMeshRenderData::InitResource( ) -->FSkeletalMeshLODRenderData::InitResources() --> BeginInitResource() --> FPositionVertexBuffer::InitRHI() 创建buffer,SRV,并填充资源
UStaticMesh::PostLoad() --> InitResources() --> GetRenderData()->InitResources()
LODResources[LODIndex].InitResources(Owner); //初始化顶点属性的不同通道的缓冲区,并填充数据
LODVertexFactories[LODIndex].InitResources(LODResources[LODIndex], LODIndex, Owner); //声明顶点属性与shader的绑定,关联不同的顶点属性缓冲区到shader
UStaticMesh::BeginDestroy() --> ReleaseResources()
GetRenderData()->ReleaseResources();
// insert a fence to signal when these commands completed
ReleaseResourcesFence.BeginFence(); //FRenderCommandFence,
UStaticMeshComponent
TObjectPtr<class UStaticMesh> StaticMesh; //资源的引用