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

Classes

struct  FAsFloat
 

Functions

FORCEINLINE void Store4 (FVector4f *Data, int32 Offset, FAsFloat X, FAsFloat Y, FAsFloat Z, FAsFloat W)
 
FORCEINLINE void Store4 (FVector4f *Data, int32 Offset, const FVector3f &XYZ, FAsFloat W)
 
FORCEINLINE void StoreTransposed (FVector4f *Data, int32 StartOffset, const FMatrix44f &Matrix)
 
TUniformBufferRef< FPrimitiveUniformShaderParametersCreatePrimitiveUniformBufferImmediate (const FMatrix &LocalToWorld, const FBoxSphereBounds &WorldBounds, const FBoxSphereBounds &LocalBounds, const FBoxSphereBounds &PreSkinnedLocalBounds, bool bReceivesDecals, bool bOutputVelocity)
 
FPrimitiveUniformShaderParameters GetIdentityPrimitiveParameters ()
 

Variables

TGlobalResource< FSinglePrimitiveStructuredGIdentityPrimitiveBuffer
 

Function Documentation

◆ CreatePrimitiveUniformBufferImmediate()

TUniformBufferRef< FPrimitiveUniformShaderParameters > CreatePrimitiveUniformBufferImmediate ( const FMatrix LocalToWorld,
const FBoxSphereBounds WorldBounds,
const FBoxSphereBounds LocalBounds,
const FBoxSphereBounds PreSkinnedLocalBounds,
bool  bReceivesDecals,
bool  bOutputVelocity 
)

The uniform shader parameters associated with a primitive. Note: Must match FPrimitiveSceneData in shaders. Note 2: Try to keep this 16 byte aligned. i.e |Matrix4x4|Vector3,float|Vector3,float|Vector4| NOT |Vector3,(waste padding)|Vector3,(waste padding)|Vector3. Or at least mark out padding if it can't be avoided.

◆ GetIdentityPrimitiveParameters()

FPrimitiveUniformShaderParameters GetIdentityPrimitiveParameters ( )

◆ Store4() [1/2]

FORCEINLINE void Store4 ( FVector4f Data,
int32  Offset,
const FVector3f XYZ,
FAsFloat  W 
)

◆ Store4() [2/2]

FORCEINLINE void Store4 ( FVector4f Data,
int32  Offset,
FAsFloat  X,
FAsFloat  Y,
FAsFloat  Z,
FAsFloat  W 
)

◆ StoreTransposed()

FORCEINLINE void StoreTransposed ( FVector4f Data,
int32  StartOffset,
const FMatrix44f Matrix 
)

Variable Documentation

◆ GIdentityPrimitiveBuffer

TGlobalResource<FSinglePrimitiveStructured> GIdentityPrimitiveBuffer

Default Primitive data buffer.
This is used when the VF is used for rendering outside normal mesh passes, where there is no valid scene.