UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
LocalVertexFactory.cpp File Reference

Classes

class  FSpeedTreeWindNullUniformBuffer
 
class  FGPUSkinPassThroughFactoryNullUniformBuffer
 

Functions

 IMPLEMENT_TYPE_LAYOUT (FLocalVertexFactoryShaderParametersBase)
 
 IMPLEMENT_TYPE_LAYOUT (FLocalVertexFactoryShaderParameters)
 
 IMPLEMENT_GLOBAL_SHADER_PARAMETER_STRUCT (FLocalVertexFactoryUniformShaderParameters, "LocalVF")
 
void GetLocalVFUniformShaderParameters (FLocalVertexFactoryUniformShaderParameters &UniformParameters, const FLocalVertexFactory *LocalVertexFactory, uint32 LODLightmapDataIndex, FColorVertexBuffer *OverrideColorVertexBuffer, int32 BaseVertexIndex, int32 PreSkinBaseVertexIndex)
 
TUniformBufferRef< FLocalVertexFactoryUniformShaderParametersCreateLocalVFUniformBuffer (const FLocalVertexFactory *LocalVertexFactory, uint32 LODLightmapDataIndex, FColorVertexBuffer *OverrideColorVertexBuffer, int32 BaseVertexIndex, int32 PreSkinBaseVertexIndex)
 
 IMPLEMENT_VERTEX_FACTORY_PARAMETER_TYPE (FLocalVertexFactory, SF_Vertex, FLocalVertexFactoryShaderParameters)
 
 IMPLEMENT_VERTEX_FACTORY_TYPE (FLocalVertexFactory,"/Engine/Private/LocalVertexFactory.ush", EVertexFactoryFlags::UsedWithMaterials|EVertexFactoryFlags::SupportsStaticLighting|EVertexFactoryFlags::SupportsDynamicLighting|EVertexFactoryFlags::SupportsPrecisePrevWorldPos|EVertexFactoryFlags::SupportsPositionOnly|EVertexFactoryFlags::SupportsCachingMeshDrawCommands|EVertexFactoryFlags::SupportsPrimitiveIdStream|EVertexFactoryFlags::SupportsRayTracing|EVertexFactoryFlags::SupportsRayTracingDynamicGeometry|EVertexFactoryFlags::SupportsLightmapBaking|EVertexFactoryFlags::SupportsManualVertexFetch|EVertexFactoryFlags::SupportsPSOPrecaching|EVertexFactoryFlags::SupportsGPUSkinPassThrough|EVertexFactoryFlags::SupportsLumenMeshCards|EVertexFactoryFlags::SupportsTriangleSorting)
 

Variables

TAutoConsoleVariable< int32CVarIgnoreLVFUsageMode (TEXT("r.Material.IgnoreLVFUsageMode"), 0, TEXT("Setting to adjust how UsedWithStaticMesh material flag is interpreted.\n"), ECVF_ReadOnly)
 

Function Documentation

◆ CreateLocalVFUniformBuffer()

TUniformBufferRef< FLocalVertexFactoryUniformShaderParameters > CreateLocalVFUniformBuffer ( const FLocalVertexFactory LocalVertexFactory,
uint32  LODLightmapDataIndex,
FColorVertexBuffer OverrideColorVertexBuffer,
int32  BaseVertexIndex,
int32  PreSkinBaseVertexIndex 
)

◆ GetLocalVFUniformShaderParameters()

void GetLocalVFUniformShaderParameters ( FLocalVertexFactoryUniformShaderParameters UniformParameters,
const FLocalVertexFactory LocalVertexFactory,
uint32  LODLightmapDataIndex,
FColorVertexBuffer OverrideColorVertexBuffer,
int32  BaseVertexIndex,
int32  PreSkinBaseVertexIndex 
)

◆ IMPLEMENT_GLOBAL_SHADER_PARAMETER_STRUCT()

IMPLEMENT_GLOBAL_SHADER_PARAMETER_STRUCT ( FLocalVertexFactoryUniformShaderParameters  ,
"LocalVF"   
)

◆ IMPLEMENT_TYPE_LAYOUT() [1/2]

IMPLEMENT_TYPE_LAYOUT ( FLocalVertexFactoryShaderParameters  )

◆ IMPLEMENT_TYPE_LAYOUT() [2/2]

IMPLEMENT_TYPE_LAYOUT ( FLocalVertexFactoryShaderParametersBase  )

◆ IMPLEMENT_VERTEX_FACTORY_PARAMETER_TYPE()

IMPLEMENT_VERTEX_FACTORY_PARAMETER_TYPE ( FLocalVertexFactory  ,
SF_Vertex  ,
FLocalVertexFactoryShaderParameters   
)

◆ IMPLEMENT_VERTEX_FACTORY_TYPE()

Variable Documentation

◆ CVarIgnoreLVFUsageMode

TAutoConsoleVariable< int32 > CVarIgnoreLVFUsageMode(TEXT("r.Material.IgnoreLVFUsageMode"), 0, TEXT("Setting to adjust how UsedWithStaticMesh material flag is interpreted.\n"), ECVF_ReadOnly) ( TEXT("r.Material.IgnoreLVFUsageMode")  ,
,
TEXT("Setting to adjust how UsedWithStaticMesh material flag is interpreted.\n" ,
ECVF_ReadOnly   
)