UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
FBatchedElements Member List

This is the complete list of members for FBatchedElements, including all inherited members.

AddAllocationInfo(FAllocationInfo &AllocationInfo) constFBatchedElements
AddLine(const FVector &Start, const FVector &End, const FLinearColor &Color, FHitProxyId HitProxyId, float Thickness=0.0f, float DepthBias=0.0f, bool bScreenSpace=false)FBatchedElements
AddPoint(const FVector &Position, float Size, const FLinearColor &Color, FHitProxyId HitProxyId)FBatchedElements
AddReserveLines(int32 NumLines, bool bDepthBiased=false, bool bThickLines=false)FBatchedElements
AddReserveTriangles(int32 NumMeshTriangles, const FTexture *Texture, ESimpleElementBlendMode BlendMode)FBatchedElements
AddReserveVertices(int32 NumMeshVerts)FBatchedElements
AddSprite(const FVector &Position, float SizeX, float SizeY, const FTexture *Texture, const FLinearColor &Color, FHitProxyId HitProxyId, float U, float UL, float V, float VL, uint8 BlendMode, float OpacityMaskRefVal)FBatchedElements
AddTranslucentLine(const FVector &Start, const FVector &End, const FLinearColor &Color, FHitProxyId HitProxyId, float Thickness=0.0f, float DepthBias=0.0f, bool bScreenSpace=false)FBatchedElements
AddTriangle(int32 V0, int32 V1, int32 V2, const FTexture *Texture, EBlendMode BlendMode)FBatchedElements
AddTriangle(int32 V0, int32 V1, int32 V2, const FTexture *Texture, ESimpleElementBlendMode BlendMode, const FDepthFieldGlowInfo &GlowInfo=FDepthFieldGlowInfo())FBatchedElements
AddTriangle(int32 V0, int32 V1, int32 V2, FBatchedElementParameters *BatchedElementParameters, ESimpleElementBlendMode BlendMode)FBatchedElements
AddTriangleExtensive(int32 V0, int32 V1, int32 V2, FBatchedElementParameters *BatchedElementParameters, const FTexture *Texture, ESimpleElementBlendMode BlendMode, const FDepthFieldGlowInfo &GlowInfo=FDepthFieldGlowInfo())FBatchedElements
AddVertex(const FVector4 &InPosition, const FVector2D &InTextureCoordinate, const FLinearColor &InColor, FHitProxyId HitProxyId)FBatchedElements
AddVertexf(const FVector4f &InPosition, const FVector2f &InTextureCoordinate, const FLinearColor &InColor, FHitProxyId HitProxyId)FBatchedElements
Append(FBatchedElements &Other)FBatchedElements
Clear()FBatchedElements
CreateProxySceneView(const FMatrix &ProjectionMatrix, const FIntRect &ViewRect)FBatchedElementsstatic
Draw(FRHICommandList &RHICmdList, const FMeshPassProcessorRenderState &DrawRenderState, ERHIFeatureLevel::Type FeatureLevel, const FSceneView &View, bool bHitTesting, float Gamma=1.0f, EBlendModeFilter::Type Filter=EBlendModeFilter::All, uint32 NumInstances=1) constFBatchedElements
EnableMobileHDREncoding(bool bInEnableHDREncoding)FBatchedElementsinline
FBatchedElements()FBatchedElements
GetAllocatedSize(void) constFBatchedElementsinline
HasPrimsToDraw() constFBatchedElementsinline
Reserve(const FAllocationInfo &AllocationInfo)FBatchedElements
ReserveTriangles(int32 NumMeshTriangles, const FTexture *Texture, ESimpleElementBlendMode BlendMode)FBatchedElements
ReserveVertices(int32 NumMeshVerts)FBatchedElements