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

#include <RayTracingMeshDrawCommands.h>

Public Member Functions

RENDERER_API void SetRayTracingShaderBindingsForHitGroup (FRayTracingLocalShaderBindingWriter *BindingWriter, const TUniformBufferRef< FViewUniformShaderParameters > &ViewUniformBuffer, FRHIUniformBuffer *SceneUniformBuffer, FRHIUniformBuffer *NaniteUniformBuffer, uint32 RecordIndex, const FRHIRayTracingGeometry *RayTracingGeometry, uint32 SegmentIndex, uint32 HitGroupIndexInPipeline, ERayTracingLocalShaderBindingType BindingType) const
 
RENDERER_API void SetShader (const TShaderRef< FShader > &Shader)
 
RENDERER_API bool IsUsingNaniteRayTracing () const
 
RENDERER_API void UpdateFlags (FRayTracingCachedMeshCommandFlags &Flags) const
 
bool HasGlobalUniformBufferBindings () const
 

Public Attributes

FMeshDrawShaderBindings ShaderBindings
 
FRHIRayTracingShaderMaterialShader = nullptr
 
uint32 MaterialShaderIndex = UINT_MAX
 
uint32 GeometrySegmentIndex = UINT_MAX
 
uint8 InstanceMask = 0xFF
 
bool bCastRayTracedShadows: 1 = true
 
bool bOpaque: 1 = true
 
bool bAlphaMasked: 1 = false
 
bool bDecal: 1 = false
 
bool bIsSky: 1 = false
 
bool bIsTranslucent: 1 = false
 
bool bTwoSided: 1 = false
 
bool bReverseCulling: 1 = false
 
bool bNaniteRayTracing: 1 = false
 
bool bCanBeCached: 1 = false
 

Member Function Documentation

◆ HasGlobalUniformBufferBindings()

bool FRayTracingMeshCommand::HasGlobalUniformBufferBindings ( ) const
inline

◆ IsUsingNaniteRayTracing()

RENDERER_API bool FRayTracingMeshCommand::IsUsingNaniteRayTracing ( ) const

◆ SetRayTracingShaderBindingsForHitGroup()

RENDERER_API void FRayTracingMeshCommand::SetRayTracingShaderBindingsForHitGroup ( FRayTracingLocalShaderBindingWriter BindingWriter,
const TUniformBufferRef< FViewUniformShaderParameters > &  ViewUniformBuffer,
FRHIUniformBuffer SceneUniformBuffer,
FRHIUniformBuffer NaniteUniformBuffer,
uint32  RecordIndex,
const FRHIRayTracingGeometry RayTracingGeometry,
uint32  SegmentIndex,
uint32  HitGroupIndexInPipeline,
ERayTracingLocalShaderBindingType  BindingType 
) const

◆ SetShader()

RENDERER_API void FRayTracingMeshCommand::SetShader ( const TShaderRef< FShader > &  Shader)

Sets ray hit group shaders on the mesh command and allocates room for the shader bindings.

◆ UpdateFlags()

RENDERER_API void FRayTracingMeshCommand::UpdateFlags ( FRayTracingCachedMeshCommandFlags Flags) const

Member Data Documentation

◆ bAlphaMasked

bool FRayTracingMeshCommand::bAlphaMasked

◆ bCanBeCached

bool FRayTracingMeshCommand::bCanBeCached

◆ bCastRayTracedShadows

bool FRayTracingMeshCommand::bCastRayTracedShadows

◆ bDecal

bool FRayTracingMeshCommand::bDecal

◆ bIsSky

bool FRayTracingMeshCommand::bIsSky

◆ bIsTranslucent

bool FRayTracingMeshCommand::bIsTranslucent

◆ bNaniteRayTracing

bool FRayTracingMeshCommand::bNaniteRayTracing

◆ bOpaque

bool FRayTracingMeshCommand::bOpaque

◆ bReverseCulling

bool FRayTracingMeshCommand::bReverseCulling

◆ bTwoSided

bool FRayTracingMeshCommand::bTwoSided

◆ GeometrySegmentIndex

uint32 FRayTracingMeshCommand::GeometrySegmentIndex = UINT_MAX

◆ InstanceMask

uint8 FRayTracingMeshCommand::InstanceMask = 0xFF

◆ MaterialShader

FRHIRayTracingShader* FRayTracingMeshCommand::MaterialShader = nullptr

◆ MaterialShaderIndex

uint32 FRayTracingMeshCommand::MaterialShaderIndex = UINT_MAX

◆ ShaderBindings

FMeshDrawShaderBindings FRayTracingMeshCommand::ShaderBindings

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