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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include <MeshPassProcessor.h>
Encapsulates shader bindings for a single FMeshDrawCommand.
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| FMeshDrawShaderBindings::~FMeshDrawShaderBindings | ( | ) |
| void FMeshDrawShaderBindings::Finalize | ( | const FMeshProcessorShaders * | ShadersForDebugging | ) |
Called once binding setup is complete.
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| uint32 FMeshDrawShaderBindings::GetDynamicInstancingHash | ( | ) | const |
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| void FMeshDrawShaderBindings::Initialize | ( | const FMeshProcessorShaders & | Shaders | ) |
Allocates space for the bindings of all shaders.
| void FMeshDrawShaderBindings::Initialize | ( | const TShaderRef< FShader > & | Shader | ) |
| bool FMeshDrawShaderBindings::MatchesForDynamicInstancing | ( | const FMeshDrawShaderBindings & | Rhs | ) | const |
Returns whether this set of shader bindings can be merged into an instanced draw call with another.
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| void FMeshDrawShaderBindings::SetOnCommandList | ( | FRHICommandList & | RHICmdList, |
| const FBoundShaderStateInput & | Shaders, | ||
| class FShaderBindingState * | StateCacheShaderBindings | ||
| ) | const |
Set shader bindings on the commandlist, filtered by state cache.
| void FMeshDrawShaderBindings::SetOnCommandList | ( | FRHIComputeCommandList & | RHICmdList, |
| FRHIComputeShader * | Shader, | ||
| class FShaderBindingState * | StateCacheShaderBindings = nullptr |
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| void FMeshDrawShaderBindings::SetParameters | ( | FRHIBatchedShaderParameters & | BatchedParameters, |
| class FShaderBindingState * | StateCacheShaderBindings = nullptr |
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| ) | const |