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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#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 |
| FRHIRayTracingShader * | MaterialShader = 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 |
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inline |
| RENDERER_API bool FRayTracingMeshCommand::IsUsingNaniteRayTracing | ( | ) | const |
| 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 |
| 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.
| RENDERER_API void FRayTracingMeshCommand::UpdateFlags | ( | FRayTracingCachedMeshCommandFlags & | Flags | ) | const |
| bool FRayTracingMeshCommand::bAlphaMasked |
| bool FRayTracingMeshCommand::bCanBeCached |
| bool FRayTracingMeshCommand::bCastRayTracedShadows |
| bool FRayTracingMeshCommand::bDecal |
| bool FRayTracingMeshCommand::bIsSky |
| bool FRayTracingMeshCommand::bIsTranslucent |
| bool FRayTracingMeshCommand::bNaniteRayTracing |
| bool FRayTracingMeshCommand::bOpaque |
| bool FRayTracingMeshCommand::bReverseCulling |
| bool FRayTracingMeshCommand::bTwoSided |
| uint8 FRayTracingMeshCommand::InstanceMask = 0xFF |
| FRHIRayTracingShader* FRayTracingMeshCommand::MaterialShader = nullptr |
| FMeshDrawShaderBindings FRayTracingMeshCommand::ShaderBindings |