#include <InstanceDataSceneProxy.h>
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| ENGINE_API | FInstanceSceneDataBuffers () |
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| ENGINE_API | FInstanceSceneDataBuffers (bool InbInstanceDataIsGPUOnly) |
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| | FInstanceSceneDataBuffers (FInstanceSceneDataBuffers &&Other)=default |
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| const FInstanceDataFlags & | GetFlags () const |
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| int32 | GetNumInstances (FAccessTag AccessTag=FAccessTag()) const |
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| int32 | GetNumCustomDataFloats (FAccessTag AccessTag=FAccessTag()) const |
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| ENGINE_API uint32 | GetPayloadDataStride (FAccessTag AccessTag=FAccessTag()) const |
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| ENGINE_API FRenderBounds | GetInstanceLocalBounds (int32 InstanceIndex, FAccessTag AccessTag=FAccessTag()) const |
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| ENGINE_API FRenderBounds | GetInstancePrimitiveRelativeBounds (int32 InstanceIndex, FAccessTag AccessTag=FAccessTag()) const |
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| ENGINE_API FBoxSphereBounds | GetInstanceWorldBounds (int32 InstanceIndex, FAccessTag AccessTag=FAccessTag()) const |
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| ENGINE_API FMatrix | GetInstanceToWorld (int32 InstanceIndex, FAccessTag AccessTag=FAccessTag()) const |
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| bool | IsInstanceDataGPUOnly (FAccessTag AccessTag=FAccessTag()) const |
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| FRenderTransform | GetInstanceToPrimitiveRelative (int32 InstanceIndex, FAccessTag AccessTag=FAccessTag()) const |
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| FRenderTransform | GetPrevInstanceToPrimitiveRelative (int32 InstanceIndex, FAccessTag AccessTag=FAccessTag()) const |
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| const FVector & | GetPrimitiveWorldSpaceOffset (FAccessTag AccessTag=FAccessTag()) const |
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| bool | GetInstanceVisible (int32 InstanceIndex, FAccessTag AccessTag=FAccessTag()) const |
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| const FRenderTransform & | GetPrimitiveToRelativeWorld (FAccessTag AccessTag=FAccessTag()) const |
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| ENGINE_API FRenderTransform | ComputeInstanceToPrimitiveRelative (const FMatrix44f &InstanceToPrimitive, FAccessTag AccessTag=FAccessTag()) |
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| ENGINE_API void | SetPrimitiveLocalToWorld (const FMatrix &PrimitiveLocalToWorld, FAccessTag AccessTag=FAccessTag()) |
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| ENGINE_API FInstanceDataBufferHeader | GetHeader (FAccessTag AccessTag=FAccessTag()) const |
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| ENGINE_API void | ValidateData () const |
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| FWriteView | BeginWriteAccess (FAccessTag AccessTag) |
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| void | EndWriteAccess (FAccessTag AccessTag) |
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| FReadView | GetReadView (FAccessTag AccessTag=FAccessTag()) const |
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| ENGINE_API void | SetImmutable (FInstanceSceneDataImmutable &&ImmutableData, FAccessTag AccessTag) |
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| FInstanceSceneDataImmutablePtr | GetImmutable () const |
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◆ FInstanceSceneDataBuffers() [1/3]
| FInstanceSceneDataBuffers::FInstanceSceneDataBuffers |
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◆ FInstanceSceneDataBuffers() [2/3]
| FInstanceSceneDataBuffers::FInstanceSceneDataBuffers |
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bool |
InbInstanceDataIsGPUOnly | ) |
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◆ FInstanceSceneDataBuffers() [3/3]
◆ BeginWriteAccess()
◆ CalcPayloadDataStride()
◆ ComputeInstanceToPrimitiveRelative()
◆ EndWriteAccess()
| void FInstanceSceneDataBuffers::EndWriteAccess |
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FAccessTag |
AccessTag | ) |
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inline |
◆ GetFlags()
◆ GetHeader()
◆ GetImmutable()
◆ GetInstanceLocalBounds()
Clamps the index to the InstanceLocalBounds size (it is always 1:1 with the instance count or exactly 1).
◆ GetInstancePrimitiveRelativeBounds()
Get the primitive-relative bounds for the instance. These are the local bounds transformed into Primitive relative space using InstanceToPrimitiveRelative transform. Note that this may contain instance rotation which may possibly lead to expansion of the bounds that is less tight than a transformed sphere bounds. Clamps the index to the InstanceLocalBounds size (it is always 1:1 with the instance count or exactly 1).
◆ GetInstanceToPrimitiveRelative()
◆ GetInstanceToWorld()
◆ GetInstanceVisible()
◆ GetInstanceWorldBounds()
Clamps the index to the InstanceLocalBounds size (it is always 1:1 with the instance count or exactly 1).
◆ GetNumCustomDataFloats()
◆ GetNumInstances()
◆ GetPayloadDataStride()
◆ GetPrevInstanceToPrimitiveRelative()
◆ GetPrimitiveToRelativeWorld()
◆ GetPrimitiveWorldSpaceOffset()
Get the offset for the primitive-relative space used for transforms and bounds.
◆ GetReadView()
◆ IsInstanceDataGPUOnly()
Whether instance data resides only in the GPU Scene, not backed by a copy in CPU memory.
◆ SetImmutable()
◆ SetPrimitiveLocalToWorld()
◆ ValidateAccess()
| void FInstanceSceneDataBuffers::ValidateAccess |
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const FAccessTag & |
AccessTag | ) |
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◆ ValidateData()
| void FInstanceSceneDataBuffers::ValidateData |
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◆ bInstanceDataIsGPUOnly
| bool FInstanceSceneDataBuffers::bInstanceDataIsGPUOnly |
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Instance data stored only in GPUScene, not stored in the above arrays in CPU memory.
◆ Flags
◆ Immutable
◆ InstanceCustomData
| TArray<float> FInstanceSceneDataBuffers::InstanceCustomData |
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◆ InstanceHierarchyOffset
| TArray<uint32> FInstanceSceneDataBuffers::InstanceHierarchyOffset |
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◆ InstanceLightShadowUVBias
◆ InstanceLocalBounds
◆ InstancePayloadExtension
◆ InstanceRandomIDs
| TArray<float> FInstanceSceneDataBuffers::InstanceRandomIDs |
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◆ InstanceSkinningData
| TArray<uint32> FInstanceSceneDataBuffers::InstanceSkinningData |
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◆ InstanceToPrimitiveRelative
◆ NumCustomDataFloats
| int32 FInstanceSceneDataBuffers::NumCustomDataFloats = 0 |
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◆ NumInstancesGPUOnly
| int32 FInstanceSceneDataBuffers::NumInstancesGPUOnly = 0 |
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◆ PrevInstanceToPrimitiveRelative
◆ PrimitiveToRelativeWorld
◆ PrimitiveWorldSpaceOffset
| FVector FInstanceSceneDataBuffers::PrimitiveWorldSpaceOffset |
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◆ VisibleInstances
| TBitArray FInstanceSceneDataBuffers::VisibleInstances |
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The documentation for this class was generated from the following files: