#include <ParameterCollection.h>
Rendering thread mirror of UMaterialParameterCollectionInstance. Stores data needed to render a material that references a UMaterialParameterCollection.
◆ FMaterialParameterCollectionInstanceResource()
| FMaterialParameterCollectionInstanceResource::FMaterialParameterCollectionInstanceResource |
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| ) |
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default |
◆ GameThread_Destroy()
| void FMaterialParameterCollectionInstanceResource::GameThread_Destroy |
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Destroy, called from the game thread.
◆ GameThread_UpdateContents()
| void FMaterialParameterCollectionInstanceResource::GameThread_UpdateContents |
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const FGuid & |
InId, |
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const TArray< FVector4f > & |
Data, |
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const FName & |
InOwnerName, |
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bool |
bRecreateUniformBuffer |
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) |
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Update the contents of the uniform buffer, called from the game thread. bRecreateUniformBuffer must be false if any components have their rendering state created which might reference this! The calling code is responsible for issuing a FGlobalComponentRecreateRenderStateContext before modifying. Otherwise cached mesh draw commands will be left with a dangling pointer.
◆ GetId()
| FGuid FMaterialParameterCollectionInstanceResource::GetId |
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const |
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inline |
◆ GetOwnerName()
| FName FMaterialParameterCollectionInstanceResource::GetOwnerName |
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const |
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inline |
◆ GetUniformBuffer()
| FRHIUniformBuffer * FMaterialParameterCollectionInstanceResource::GetUniformBuffer |
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const |
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inline |
The documentation for this class was generated from the following files: