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

#include <RenderResource.h>

+ Inheritance diagram for FRenderResource:

Public Types

enum class  EInitPhase : uint8 { Pre , Default , MAX }
 

Public Member Functions

RENDERCORE_API FRenderResource ()
 
RENDERCORE_API FRenderResource (ERHIFeatureLevel::Type InFeatureLevel)
 
RENDERCORE_API FRenderResource (const FRenderResource &)
 
RENDERCORE_API FRenderResource (FRenderResource &&)
 
RENDERCORE_API FRenderResourceoperator= (const FRenderResource &Other)
 
RENDERCORE_API FRenderResourceoperator= (FRenderResource &&Other)
 
virtual RENDERCORE_API ~FRenderResource ()
 
virtual void InitRHI (FRHICommandListBase &RHICmdList)
 
virtual void ReleaseRHI ()
 
virtual RENDERCORE_API void InitResource (FRHICommandListBase &RHICmdList)
 
virtual RENDERCORE_API void ReleaseResource ()
 
RENDERCORE_API void UpdateRHI (FRHICommandListBase &RHICmdList)
 
virtual FString GetFriendlyName () const
 
bool IsInitialized () const
 
int32 GetListIndex () const
 
EInitPhase GetInitPhase () const
 
void SetOwnerName (FName InOwnerName)
 
FName GetOwnerName () const
 
void SetResourceName (FName InResourceName)
 
FName GetResourceName () const
 

Static Public Member Functions

static RENDERCORE_API void ReleaseRHIForAllResources ()
 
static RENDERCORE_API void InitPreRHIResources ()
 
static RENDERCORE_API void ChangeFeatureLevel (ERHIFeatureLevel::Type NewFeatureLevel)
 
static RENDERCORE_API FName SetScopeName (FName Name)
 

Public Attributes

ERenderResourceState ResourceState = ERenderResourceState::Default
 

Protected Member Functions

void SetFeatureLevel (const FStaticFeatureLevel InFeatureLevel)
 
const FStaticFeatureLevel GetFeatureLevel () const
 
bool HasValidFeatureLevel () const
 
template<typename T >
FBufferRHIRef CreateRHIBuffer (FRHICommandListBase &RHICmdList, T &InOutResourceObject, uint32 ResourceCount, EBufferUsageFlags InBufferUsageFlags, const TCHAR *InDebugName)
 
void SetInitPhase (EInitPhase InInitPhase)
 

Static Protected Member Functions

static RENDERCORE_API FRHICommandListBaseGetImmediateCommandList ()
 

Detailed Description

A rendering resource which is owned by the rendering thread.

Member Enumeration Documentation

◆ EInitPhase

Controls initialization order of render resources. Early engine resources utilize the 'Pre' phase to avoid static init ordering issues.

Enumerator
Pre 
Default 
MAX 

Constructor & Destructor Documentation

◆ FRenderResource() [1/4]

FRenderResource::FRenderResource ( )

Default constructor.

◆ FRenderResource() [2/4]

FRenderResource::FRenderResource ( ERHIFeatureLevel::Type  InFeatureLevel)

Constructor when we know what feature level this resource should support

◆ FRenderResource() [3/4]

FRenderResource::FRenderResource ( const FRenderResource )
default

Misc copy/assignment

◆ FRenderResource() [4/4]

FRenderResource::FRenderResource ( FRenderResource &&  )
default

◆ ~FRenderResource()

FRenderResource::~FRenderResource ( )
virtual

Destructor used to catch unreleased resources.

Member Function Documentation

◆ ChangeFeatureLevel()

void FRenderResource::ChangeFeatureLevel ( ERHIFeatureLevel::Type  NewFeatureLevel)
static

Reinitializes render resources at a new feature level.

◆ CreateRHIBuffer()

template<typename T >
FBufferRHIRef FRenderResource::CreateRHIBuffer ( FRHICommandListBase RHICmdList,
T &  InOutResourceObject,
uint32  ResourceCount,
EBufferUsageFlags  InBufferUsageFlags,
const TCHAR InDebugName 
)
inlineprotected

◆ GetFeatureLevel()

const FStaticFeatureLevel FRenderResource::GetFeatureLevel ( ) const
inlineprotected

◆ GetFriendlyName()

◆ GetImmediateCommandList()

FRHICommandListBase & FRenderResource::GetImmediateCommandList ( )
staticprotected

◆ GetInitPhase()

EInitPhase FRenderResource::GetInitPhase ( ) const
inline

◆ GetListIndex()

int32 FRenderResource::GetListIndex ( ) const
inline

◆ GetOwnerName()

FName FRenderResource::GetOwnerName ( ) const
inline

◆ GetResourceName()

FName FRenderResource::GetResourceName ( ) const
inline

◆ HasValidFeatureLevel()

bool FRenderResource::HasValidFeatureLevel ( ) const
inlineprotected

◆ InitPreRHIResources()

void FRenderResource::InitPreRHIResources ( )
static

Initialize all resources initialized before the RHI was initialized.

Initialize all resources initialized before the RHI was initialized

◆ InitResource()

void FRenderResource::InitResource ( FRHICommandListBase RHICmdList)
virtual

Initializes the resource. This is only called by the rendering thread.

Reimplemented in FStaticMeshInstanceBuffer, FPooledDynamicMeshVertexBuffer, FPooledDynamicMeshVertexFactory, FStaticMeshVertexBuffer, and UE::Landscape::Culling::FLandscapeTileMesh.

◆ InitRHI()

virtual void FRenderResource::InitRHI ( FRHICommandListBase RHICmdList)
inlinevirtual

Initializes the RHI resources used by this resource. Called when entering the state where both the resource and the RHI have been initialized. This is only called by the rendering thread.

Reimplemented in ShaderPrint::FEmptyBuffer, FStaticShadowDepthMap, FDummyPrevTransformBuffer, FParticleBeamTrailVertexDeclaration, FParticleSpriteVertexDeclaration, FLightmapResourceCluster, FPlanarReflectionRenderTarget, FFilterVertexDeclaration, FEmptyVertexDeclaration, FTextureReference, FLightGridFeedbackStatus, FVisualizeTracesVertexDeclaration, FRenderTargetTexture, FIndirectLightingCache, TSlateElementVertexBuffer< VertexType >, TSlateElementVertexBuffer< UE::Math::TVector4 >, FSlateStencilClipVertexBuffer, FBindlessTextureCollectionResource, FVirtualTextureCollectionResource, FVector4VertexDeclaration, FSkyTextureCubeResource, FStaticMeshInstanceBuffer, FInstancedStaticMeshVertexFactory, FSubUVBoundingGeometryBuffer, FPhysicsFieldResource, UE::SVT::FTextureRenderResources, FMaterialSpriteVertexBuffer, FReflectionTextureCubeResource, FPooledDynamicMeshIndexBuffer, FPooledDynamicMeshVertexBuffer, FDefaultGeometryCacheVertexBuffer, FDummyTangentBuffer, FNullMorphVertexBuffer, FSortOffsetBuffers, FRadixSortParametersBuffer, FGPUSortDummyUAV, FDummyFloatBuffer, FSpeedTreeWindNullUniformBuffer, FGPUSkinPassThroughFactoryNullUniformBuffer, FMaterialCacheVirtualTextureResource, FGPUSpriteVertexFactory, FParticleCurveInjectionVertexDeclaration, FParticleCurveTexture, FParticleStateTextures, FParticleAttributesTexture, FGPUSpriteVertexDeclaration, FParticleTileVertexDeclaration, FInstancedParticleTileVertexDeclaration, FParticleInjectionVertexDeclaration, FParticleSimVisualizeVertexDeclaration, FParticleTileVertexBuffer, FGPUParticleVertexBuffer, FGPUSpriteResources, FNullSubUVCutoutVertexBuffer, FTexture2DArrayResource, FTexture3DResource, FMorphVertexBuffer, UE::SVT::FStreamingManager, UE::SVT::FTileDataTexture, FTextureCubeResource, FTextureCubeArrayResource, FVectorFieldStaticResource, FVectorFieldAnimatedResource, FVectorFieldVisualizationVertexDeclaration, FDummyVertexBuffer, FVectorFieldVisualizationVertexFactory, FVirtualTextureAdapterRenderResource, FSimpleElementVertexDeclaration, FDummyViewport, FDynamicMeshIndexBuffer32, FDynamicMeshIndexBuffer16, FGeometryCacheVertexVertexFactory, FGeometryCollectionVertexFactory, FGPUBaseSkinVertexFactory, TGPUSkinVertexFactory< BoneInfluenceType >, TGPUSkinAPEXClothVertexFactory< BoneInfluenceType >, FParticleSortBuffers, FLocalVertexFactory, FMaterialRenderProxy, FMeshParticleVertexFactory, FParticleBeamTrailVertexFactory, FNullDynamicParameterVertexBuffer, FParticleTexCoordVertexBuffer, FParticleEightTexCoordVertexBuffer, FParticleIndexBuffer, FSixTriangleParticleIndexBuffer, FParticleScratchVertexBuffer, FParticleSpriteVertexFactory, FPrecomputedVolumetricLightmapData, FSinglePrimitiveStructured, FRawIndexBuffer, FRawIndexBuffer16or32, FRawStaticIndexBuffer, FRawStaticIndexBuffer16or32< INDEX_TYPE >, FColorVertexBuffer, FMorphTargetVertexInfoBuffers, Nanite::FVertexFactoryResource, Nanite::FStreamingManager, FPositionVertexBuffer, FSkeletalMeshAttributeVertexBuffer, FDuplicatedVerticesBuffer, FSkeletalMeshHalfEdgeBuffer, FSkeletalMeshVertexClothBuffer, FSkinWeightLookupVertexBuffer, FSkinWeightDataVertexBuffer, FStaticMeshVertexBuffer, FStreamableTextureResource, FTexture2DResource, TRenderResourcePool< ResourceType, ResourcePoolPolicy, ResourceCreationArguments >, TRenderResourcePool< FBufferRHIRef, FGlobalDynamicMeshIndexPolicy, FGlobalDynamicMeshPoolPolicy::CreationArguments >, TRenderResourcePool< FBufferRHIRef, FGlobalDynamicMeshVertexPolicy, FGlobalDynamicMeshPoolPolicy::CreationArguments >, TRenderResourcePool< FVertexBufferAndSRV, FBoneBufferPoolPolicy, FSharedPoolPolicyData::CreationArguments >, TRenderResourcePool< FVertexBufferAndSRV, FClothBufferPoolPolicy, FSharedPoolPolicyData::CreationArguments >, FDefaultLightmapResourceClusterUniformBuffer, FDefaultMobileReflectionCaptureUniformBuffer, FSharedSamplerState, FScreenVertexDeclaration, FSlateTexture2DRHIRef, FSlateRenderTargetRHI, FSlateTextureRenderTarget2DResource, FStaticMeshSectionAreaWeightedTriangleSamplerBuffer, FTextureRenderTarget2DArrayResource, FTextureRenderTargetVolumeResource, FVirtualTexture2DResource, FTexture2DDynamicResource, FTextureRenderTarget2DResource, FTextureRenderTargetCubeResource, FViewport, FBoneMapVertexBuffer, FGeometryCollectionTransformBuffer, FLandscapeTileVertexFactory, UE::Landscape::Culling::FLandscapeTileMesh, UE::Landscape::Culling::FLandscapeTileDataBuffer, FLandscapeVertexFactory, FLandscapeVertexBuffer, FMediaTextureResource, FColoredTexture< R, G, B, A >, FColoredTexture< 0, 0, 0, 255 >, FEmptyVertexBuffer, FEmptyUInt4VertexBuffer, FEmptyStructuredBuffer, FBlackFloat4StructuredBufferWithSRV, FBlackFloat4VertexBuffer, FDummyTransitionTexture, FBlackTextureWithSRV, FWhiteVertexBuffer, FBlackVertexBuffer, FWhiteVertexBufferWithRDG, FBlackVolumeTexture< PixelFormat, Alpha >, FBlackArrayTexture, FMipColorTexture, FSolidColorTextureCube, FBlackCubeArrayTexture, FBlackUintTexture, FRDGTimingPool, FVector4VertexDeclaration, FVector3VertexDeclaration, FVector2VertexDeclaration, FUnitCubeVertexBuffer, FUnitCubeIndexBuffer, FClearVertexBuffer, FScreenRectangleVertexBuffer, FScreenRectangleIndexBuffer, FGlobalDynamicReadBuffer, FNullColorVertexBuffer, FNullVertexBuffer, FScreenSpaceVertexBuffer, FTileVertexDeclaration, FCubeIndexBuffer, FTwoTrianglesIndexBuffer, FEmptyResourceCollection, FMediaVertexDeclaration, TUniformBuffer< TBufferStruct >, TUniformBuffer< FAstcParameters >, TUniformBuffer< FDistanceCullFadeUniformShaderParameters >, TUniformBuffer< FDitherUniformShaderParameters >, TUniformBuffer< FEtcParameters >, TUniformBuffer< FGPUSkinPassThroughFactoryLooseParameters >, TUniformBuffer< FIndirectLightingCacheUniformParameters >, TUniformBuffer< FLandscapeUniformShaderParameters >, TUniformBuffer< FLightmapResourceClusterShaderParameters >, TUniformBuffer< FMobileReflectionCaptureShaderParameters >, TUniformBuffer< FPrecomputedLightingUniformParameters >, TUniformBuffer< FPrimitiveUniformShaderParameters >, TUniformBuffer< FSpeedTreeUniformParameters >, TUniformBuffer< FTranslucentSelfShadowUniformParameters >, TUniformBuffer< FWorkingColorSpaceShaderParameters >, FPrimitiveIdDummyBuffer, FFogVertexDeclaration, FDFDummyByteAddress, FVertexThroughputDeclaration, FInstanceCullingOcclusionQueryBox, FEmptyPrecomputedLightingUniformBuffer, FEmptyIndirectLightingCacheUniformBuffer, FStencilConeIndexBuffer, FStencilConeVertexBuffer, FDynamicBatchedPrimitiveLayout, FMobileDirLightShaderParamsRenderResource, Nanite::FTessellationTableResources, Nanite::FGlobalResources, FSortedIndexBuffer, UE::Color::ACES::FTextureLookupBase, FDistortionVertexDeclaration, FLensFlareTransitionBuffer, FTesselatedScreenRectangleIndexBuffer, FTileTexCoordVertexBuffer, FTileIndexBuffer, FOcclusionQueryIndexBuffer, FOcclusionFeedback, FSceneViewState, FReflectionEnvironmentCubemapArray, FDummySceneColorResolveBuffer, FHZBOcclusionTester, ShaderPrint::FLineIndexBuffer, ShaderPrint::FTriangleIndexBuffer, FDummyWholeSceneDirectionalShadowStencilVertexBuffer, FFrustumVertexBuffer, FEmptyTranslucentSelfShadowUniformBuffer, FUniformSphereSamplesBuffer, FSpriteIndexBuffer< NumSprites >, FSingleTriangleMeshVertexBuffer, FSingleTriangleMeshVertexFactory, FCircleRasterizeVertexBuffer, FCircleRasterizeIndexBuffer, FQuadMeshVertexBuffer, FQuadMeshVertexFactory, RuntimeVirtualTexture::FAstcParametersUniformBuffer, FVirtualTextureFeedback, FVirtualTexturePhysicalSpace, FVirtualTextureSpace, FVariableRateShadingImageManager, FVolumeRasterizeVertexBuffer, FSlatePostProcessResource, FSlateFontTextureRHIResource, FSlateVertexDeclaration, FSlateInstancedVertexDeclaration, FSlateMaskingVertexDeclaration, FWebBrowserTextureResource, FD3D11BufferedGPUTiming, FD3D11DisjointTimeStampQuery, FWinD3D11ConstantBuffer, FD3D11ConstantBuffer, and FNaniteVertexFactory.

◆ IsInitialized()

bool FRenderResource::IsInitialized ( ) const
inline

◆ operator=() [1/2]

FRenderResource & FRenderResource::operator= ( const FRenderResource Other)
default

◆ operator=() [2/2]

FRenderResource & FRenderResource::operator= ( FRenderResource &&  Other)
default

◆ ReleaseResource()

void FRenderResource::ReleaseResource ( )
virtual

◆ ReleaseRHI()

virtual void FRenderResource::ReleaseRHI ( )
inlinevirtual

Releases the RHI resources used by this resource. Called when leaving the state where both the resource and the RHI have been initialized. This is only called by the rendering thread.

Reimplemented in FDummyPrevTransformBuffer, FParticleBeamTrailVertexDeclaration, FParticleSpriteVertexDeclaration, FLightmapResourceCluster, FFilterVertexDeclaration, FEmptyVertexDeclaration, FTextureReference, FRenderTargetPool, FVertexFactory, IESAtlas::FIESTextureManager, FLightGridFeedbackStatus, FVisualizeTracesVertexDeclaration, RectLightAtlas::FRectLightTextureManager, FIndirectLightingCache, FShadingEnergyConservationResources, FUniformSphereSamplesBuffer, FSystemTextures, TBoundShaderStateHistory< Size, TThreadSafe >, TBoundShaderStateHistory< 10000 >, TSlateElementVertexBuffer< VertexType >, TSlateElementVertexBuffer< UE::Math::TVector4 >, FSlateStencilClipVertexBuffer, FBindlessTextureCollectionResource, FStreamableTextureResource, FVector4VertexDeclaration, FSkyTextureCubeResource, FStaticMeshInstanceBuffer, FSubsurfaceProfileTexture, FVirtualTextureCollectionResource, FSubUVBoundingGeometryBuffer, FPhysicsFieldResource, UE::SVT::FTextureRenderResources, FReflectionTextureCubeResource, FPooledDynamicMeshIndexBuffer, FPooledDynamicMeshVertexBuffer, FDefaultGeometryCacheVertexBuffer, FDummyTangentBuffer, FSortOffsetBuffers, FRadixSortParametersBuffer, FGPUSortDummyUAV, FInstancedStaticMeshVFUniformsCache, FParticleCurveInjectionVertexDeclaration, FParticleCurveTexture, FParticleStateTextures, FParticleAttributesTexture, FGPUSpriteVertexDeclaration, FParticleTileVertexDeclaration, FInstancedParticleTileVertexDeclaration, FParticleInjectionVertexDeclaration, FParticleSimVisualizeVertexDeclaration, FParticleTileVertexBuffer, FGPUParticleVertexBuffer, FGPUSpriteResources, FNullSubUVCutoutVertexBuffer, FSpecularProfileTextureManager, FMorphVertexBuffer, UE::SVT::FStreamingManager, UE::SVT::FTileDataTexture, FTextureCubeResource, FTextureCubeArrayResource, FVectorFieldAnimatedResource, FVectorFieldResource, FVectorFieldVisualizationVertexDeclaration, FVirtualTextureUploadCache, FSimpleElementVertexDeclaration, FGeometryCollectionVertexFactory, FGPUBaseSkinVertexFactory, TGPUSkinVertexFactory< BoneInfluenceType >, TGPUSkinAPEXClothVertexFactory< BoneInfluenceType >, FParticleSortBuffers, FLocalVertexFactory, FMaterialRenderProxy, FParticleScratchVertexBuffer, FPrecomputedVolumetricLightmapData, FVolumetricLightmapBrickAtlas, FSinglePrimitiveStructured, FRawStaticIndexBuffer16or32< INDEX_TYPE >, FColorVertexBuffer, FMorphTargetVertexInfoBuffers, Nanite::FVertexFactoryResource, Nanite::FStreamingManager, FPositionVertexBuffer, FSkeletalMeshAttributeVertexBuffer, FDuplicatedVerticesBuffer, FSkeletalMeshHalfEdgeBuffer, FSkeletalMeshVertexClothBuffer, FSkinWeightLookupVertexBuffer, FSkinWeightDataVertexBuffer, FStaticMeshVertexBuffer, TRenderResourcePool< ResourceType, ResourcePoolPolicy, ResourceCreationArguments >, TRenderResourcePool< FBufferRHIRef, FGlobalDynamicMeshIndexPolicy, FGlobalDynamicMeshPoolPolicy::CreationArguments >, TRenderResourcePool< FBufferRHIRef, FGlobalDynamicMeshVertexPolicy, FGlobalDynamicMeshPoolPolicy::CreationArguments >, TRenderResourcePool< FVertexBufferAndSRV, FBoneBufferPoolPolicy, FSharedPoolPolicyData::CreationArguments >, TRenderResourcePool< FVertexBufferAndSRV, FClothBufferPoolPolicy, FSharedPoolPolicyData::CreationArguments >, FSharedSamplerState, FScreenVertexDeclaration, FSlateTexture2DRHIRef, FSlateRenderTargetRHI, FSlateTextureRenderTarget2DResource, FStaticMeshSectionAreaWeightedTriangleSamplerBuffer, FTextureRenderTarget2DArrayResource, FTextureRenderTargetVolumeResource, FVirtualTexture2DResource, FTexture2DDynamicResource, FTextureRenderTarget2DResource, FTextureRenderTargetCubeResource, FViewport, FBoneMapVertexBuffer, FLandscapeEditReadbackTaskPool, FMediaTextureResource, FBlackTextureWithSRV, FRDGTimingPool, FTextureSamplerStateCache, FVector4VertexDeclaration, FVector3VertexDeclaration, FVector2VertexDeclaration, FShaderMapResource_SharedCode, FGlobalDynamicReadBuffer, FNullColorVertexBuffer, FNullVertexBuffer, FTileVertexDeclaration, FEmptyResourceCollection, FMediaVertexDeclaration, FTexture, FTextureWithSRV, FVertexBuffer, FVertexBufferWithSRV, FIndexBuffer, FBufferWithRDG, FShaderMapResource, TUniformBuffer< TBufferStruct >, TUniformBuffer< FAstcParameters >, TUniformBuffer< FDistanceCullFadeUniformShaderParameters >, TUniformBuffer< FDitherUniformShaderParameters >, TUniformBuffer< FEtcParameters >, TUniformBuffer< FGPUSkinPassThroughFactoryLooseParameters >, TUniformBuffer< FIndirectLightingCacheUniformParameters >, TUniformBuffer< FLandscapeUniformShaderParameters >, TUniformBuffer< FLightmapResourceClusterShaderParameters >, TUniformBuffer< FMobileReflectionCaptureShaderParameters >, TUniformBuffer< FPrecomputedLightingUniformParameters >, TUniformBuffer< FPrimitiveUniformShaderParameters >, TUniformBuffer< FSpeedTreeUniformParameters >, TUniformBuffer< FTranslucentSelfShadowUniformParameters >, TUniformBuffer< FWorkingColorSpaceShaderParameters >, FPrimitiveIdDummyBuffer, FFogVertexDeclaration, FDFDummyByteAddress, FVertexThroughputDeclaration, FInstanceCullingOcclusionQueryBox, FPrimitiveIdVertexBufferPool, FDynamicBatchedPrimitiveLayout, FMobileDirLightShaderParamsRenderResource, Nanite::FTessellationTableResources, Nanite::FGlobalResources, FSortedIndexBuffer, FDistortionVertexDeclaration, FOcclusionFeedback, FSceneViewState, FReflectionEnvironmentCubemapArray, FHZBOcclusionTester, FSingleTriangleMeshVertexBuffer, FQuadMeshVertexBuffer, FVirtualTextureFeedback, FVirtualTextureFeedbackBufferResource, FVirtualTexturePhysicalSpace, FVirtualTextureSpace, FVariableRateShadingImageManager, FSlatePostProcessResource, FSlateFontTextureRHIResource, FSlateViewportInfo, FSlateVertexDeclaration, FSlateMaskingVertexDeclaration, FWebBrowserTextureResource, FD3D11BufferedGPUTiming, FD3D11DisjointTimeStampQuery, FWinD3D11ConstantBuffer, and FD3D11ConstantBuffer.

◆ ReleaseRHIForAllResources()

void FRenderResource::ReleaseRHIForAllResources ( )
static

Release all render resources that are currently initialized.

◆ SetFeatureLevel()

void FRenderResource::SetFeatureLevel ( const FStaticFeatureLevel  InFeatureLevel)
inlineprotected

◆ SetInitPhase()

void FRenderResource::SetInitPhase ( EInitPhase  InInitPhase)
inlineprotected

◆ SetOwnerName()

void FRenderResource::SetOwnerName ( FName  InOwnerName)
inline

SetOwnerName should be called before BeginInitResource for the owner name to be successfully tracked.

◆ SetResourceName()

void FRenderResource::SetResourceName ( FName  InResourceName)
inline

◆ SetScopeName()

FName FRenderResource::SetScopeName ( FName  Name)
static

Set the scoped (thread local) resource name, used for error reporting

◆ UpdateRHI()

void FRenderResource::UpdateRHI ( FRHICommandListBase RHICmdList)

If the resource's RHI resources have been initialized, then release and reinitialize it. Otherwise, do nothing. This is only called by the rendering thread.

Member Data Documentation

◆ ResourceState

ERenderResourceState FRenderResource::ResourceState = ERenderResourceState::Default

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