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

Go to the source code of this file.

Functions

template<typename LambdaType >
void DrawDynamicMeshPass (const FSceneView &View, FRHICommandList &RHICmdList, const LambdaType &BuildPassProcessorLambda, bool bForceStereoInstancingOff=false)
 
template<typename ParameterStructType , typename LambdaType >
void AddDrawDynamicMeshPass (FRDGBuilder &GraphBuilder, FRDGEventName &&EventName, const ParameterStructType *PassParameters, const FSceneView &View, FIntRect ViewportRect, const LambdaType &BuildPassProcessorLambda, bool bForceStereoInstancingOff=false, bool bForceParallelSetupOff=false)
 
template<typename ParameterStructType , typename LambdaType >
void AddDrawDynamicMeshPass (FRDGBuilder &GraphBuilder, FRDGEventName &&EventName, const ParameterStructType *PassParameters, const FSceneView &View, FIntRect ViewportRect, FIntRect ScissorRect, const LambdaType &BuildPassProcessorLambda, bool bForceStereoInstancingOff=false, bool bForceParallelSetupOff=false)
 

Function Documentation

◆ AddDrawDynamicMeshPass() [1/2]

void AddDrawDynamicMeshPass ( FRDGBuilder GraphBuilder,
FRDGEventName &&  EventName,
const ParameterStructType PassParameters,
const FSceneView View,
FIntRect  ViewportRect,
const LambdaType BuildPassProcessorLambda,
bool  bForceStereoInstancingOff = false,
bool  bForceParallelSetupOff = false 
)

◆ AddDrawDynamicMeshPass() [2/2]

void AddDrawDynamicMeshPass ( FRDGBuilder GraphBuilder,
FRDGEventName &&  EventName,
const ParameterStructType PassParameters,
const FSceneView View,
FIntRect  ViewportRect,
FIntRect  ScissorRect,
const LambdaType BuildPassProcessorLambda,
bool  bForceStereoInstancingOff = false,
bool  bForceParallelSetupOff = false 
)

◆ DrawDynamicMeshPass()

template<typename LambdaType >
void DrawDynamicMeshPass ( const FSceneView View,
FRHICommandList RHICmdList,
const LambdaType BuildPassProcessorLambda,
bool  bForceStereoInstancingOff = false 
)

Provides a callback to build FMeshDrawCommands and then submits them immediately. Useful for legacy / editor code paths. Does many dynamic allocations - do not use for game rendering.