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

#include <StaticMeshBatch.h>

+ Inheritance diagram for FStaticMeshBatch:

Public Member Functions

 FStaticMeshBatch (FPrimitiveSceneInfo *InPrimitiveSceneInfo, const FMeshBatch &InMesh, FHitProxyId InHitProxyId)
 
 ~FStaticMeshBatch ()
 
- Public Member Functions inherited from FMeshBatch
ENGINE_API bool IsTranslucent (ERHIFeatureLevel::Type InFeatureLevel) const
 
ENGINE_API bool IsDecal (ERHIFeatureLevel::Type InFeatureLevel) const
 
ENGINE_API bool IsDualBlend (ERHIFeatureLevel::Type InFeatureLevel) const
 
ENGINE_API bool UseForHairStrands (ERHIFeatureLevel::Type InFeatureLevel) const
 
ENGINE_API bool IsMasked (ERHIFeatureLevel::Type InFeatureLevel) const
 
int32 GetNumPrimitives () const
 
bool HasAnyDrawCalls () const
 
ENGINE_API void PreparePrimitiveUniformBuffer (const FPrimitiveSceneProxy *PrimitiveSceneProxy, ERHIFeatureLevel::Type FeatureLevel)
 
ENGINE_API bool Validate (const FPrimitiveSceneProxy *SceneProxy, ERHIFeatureLevel::Type FeatureLevel) const
 
PRAGMA_DISABLE_DEPRECATION_WARNINGS FMeshBatch ()
 
 FMeshBatch (FMeshBatch &)=default
 
 ~FMeshBatch ()=default
 
 FMeshBatch (const FMeshBatch &)=default
 
 FMeshBatch (FMeshBatch &&)=default
 
FMeshBatchoperator= (const FMeshBatch &)=default
 
FMeshBatchoperator= (FMeshBatch &&)=default
 

Public Attributes

FPrimitiveSceneInfoPrimitiveSceneInfo
 
int32 Id
 
- Public Attributes inherited from FMeshBatch
TArray< FMeshBatchElement, TInlineAllocator< 1 > > Elements
 
const FVertexFactoryVertexFactory
 
const FMaterialRenderProxyMaterialRenderProxy
 
const FLightCacheInterfaceLCI
 
FHitProxyId BatchHitProxyId
 
int32 DynamicMeshBoundsIndex = INDEX_NONE
 
float TessellationDisablingShadowMapMeshSize
 
int32 SegmentIndex
 
uint16 MeshIdInPrimitive
 
int8 LODIndex
 
uint32 ReverseCulling: 1
 
uint32 bDisableBackfaceCulling: 1
 
uint32 CastShadow: 1
 
uint32 bUseForMaterial: 1
 
uint32 bUseForDepthPass: 1
 
uint32 bUseAsOccluder: 1
 
uint32 bWireframe: 1
 
uint32 Type: PT_NumBits
 
uint32 DepthPriorityGroup: SDPG_NumBits
 
uint32 bCanApplyViewModeOverrides: 1
 
uint32 bUseWireframeSelectionColoring: 1
 
uint32 bUseSelectionOutline: 1
 
uint32 bSelectable: 1
 
uint32 bDitheredLODTransition: 1
 
uint32 bRenderToVirtualTexture: 1
 
uint32 RuntimeVirtualTextureMaterialType: RuntimeVirtualTexture::MaterialType_NumBits
 
uint32 bOverlayMaterial: 1
 
uint32 bViewDependentArguments: 1
 
uint32 bUseForWaterInfoTextureDepth: 1
 
uint32 bUseForLumenSurfaceCacheCapture: 1
 
int8 VisualizeHLODIndex
 
int8 VisualizeLODIndex
 

Detailed Description

A mesh which is defined by a primitive at scene segment construction time and never changed. Lights are attached and detached as the segment containing the mesh is added or removed from a scene.

Constructor & Destructor Documentation

◆ FStaticMeshBatch()

FStaticMeshBatch::FStaticMeshBatch ( FPrimitiveSceneInfo InPrimitiveSceneInfo,
const FMeshBatch InMesh,
FHitProxyId  InHitProxyId 
)

◆ ~FStaticMeshBatch()

FStaticMeshBatch::~FStaticMeshBatch ( )

Member Data Documentation

◆ Id

int32 FStaticMeshBatch::Id

The index of the mesh in the scene's static meshes array.

◆ PrimitiveSceneInfo

FPrimitiveSceneInfo* FStaticMeshBatch::PrimitiveSceneInfo

The render info for the primitive which created this mesh.


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