UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
FPassProcessorManager Class Reference

#include <MeshPassProcessor.h>

Static Public Member Functions

static FMeshPassProcessorCreateMeshPassProcessor (EShadingPath ShadingPath, EMeshPass::Type PassType, ERHIFeatureLevel::Type FeatureLevel, const FScene *Scene, const FSceneView *InViewIfDynamicMeshCommand, FMeshPassDrawListContext *InDrawListContext)
 
static EMeshPassFlags GetPassFlags (EShadingPath ShadingPath, EMeshPass::Type PassType)
 
static int32 GetPSOCollectorIndex (EShadingPath ShadingPath, EMeshPass::Type PassType)
 
static void SetPassFlags (EShadingPath ShadingPath, EMeshPass::Type PassType, EMeshPassFlags NewFlags)
 

Friends

class FRegisterPassProcessorCreateFunction
 

Member Function Documentation

◆ CreateMeshPassProcessor()

static FMeshPassProcessor * FPassProcessorManager::CreateMeshPassProcessor ( EShadingPath  ShadingPath,
EMeshPass::Type  PassType,
ERHIFeatureLevel::Type  FeatureLevel,
const FScene Scene,
const FSceneView InViewIfDynamicMeshCommand,
FMeshPassDrawListContext InDrawListContext 
)
inlinestatic

◆ GetPassFlags()

static EMeshPassFlags FPassProcessorManager::GetPassFlags ( EShadingPath  ShadingPath,
EMeshPass::Type  PassType 
)
inlinestatic

◆ GetPSOCollectorIndex()

static int32 FPassProcessorManager::GetPSOCollectorIndex ( EShadingPath  ShadingPath,
EMeshPass::Type  PassType 
)
inlinestatic

◆ SetPassFlags()

void FPassProcessorManager::SetPassFlags ( EShadingPath  ShadingPath,
EMeshPass::Type  PassType,
EMeshPassFlags  NewFlags 
)
static

Only call on the game thread. Heavy weight. Flush rendering commands and recreate all component render states.

Friends And Related Symbol Documentation

◆ FRegisterPassProcessorCreateFunction


The documentation for this class was generated from the following files: