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

#include <StaticMeshBatch.h>

Public Member Functions

 FStaticMeshBatchRelevance (const FStaticMeshBatch &StaticMesh, float InScreenSize, bool InbSupportsCachingMeshDrawCommands, bool InbUseSkyMaterial, bool bInUseSingleLayerWaterMaterial, bool bInUseAnisotropy, bool bInSupportsNaniteRendering, bool bInSupportsGPUScene, bool bInUseForWaterInfoTextureDepth, bool bInUseForLumenSceneCapture, uint8 InDecalRenderTargetModeMask, ERHIFeatureLevel::Type FeatureLevel)
 
int8 GetLODIndex () const
 
int32 GetStaticMeshCommandInfoIndex (EMeshPass::Type MeshPass) const
 

Public Attributes

FMeshPassMask CommandInfosMask
 
int32 Id
 
float ScreenSize
 
uint16 NumElements
 
uint16 CommandInfosBase
 
int8 LODIndex: 1
 
uint8 bDitheredLODTransition: 1
 
uint8 bSelectable: 1
 
uint8 CastShadow: 1
 
uint8 bUseForMaterial: 1
 
uint8 bUseForDepthPass: 1
 
uint8 bUseAsOccluder: 1
 
uint8 bUseSkyMaterial: 1
 
uint8 bUseSingleLayerWaterMaterial: 1
 
uint8 bUseHairStrands: 1
 
uint8 bUseAnisotropy: 1
 
uint8 bOverlayMaterial: 1
 
uint8 bRenderToVirtualTexture: 1
 
uint8 RuntimeVirtualTextureMaterialType: RuntimeVirtualTexture::MaterialType_NumBits
 
uint8 bSupportsCachingMeshDrawCommands: 1
 
uint8 bSupportsNaniteRendering: 1
 
uint8 bSupportsGPUScene: 1
 
uint8 bUseForWaterInfoTextureDepth: 1
 
uint8 bUseForLumenSceneCapture: 1
 
uint8 DecalRenderTargetModeMask: DecalRendering::DecalRenderTargetMode_NumBits
 

Detailed Description

FStaticMeshBatch data which is InitViews specific. Stored separately for cache efficiency.

Constructor & Destructor Documentation

◆ FStaticMeshBatchRelevance()

FStaticMeshBatchRelevance::FStaticMeshBatchRelevance ( const FStaticMeshBatch StaticMesh,
float  InScreenSize,
bool  InbSupportsCachingMeshDrawCommands,
bool  InbUseSkyMaterial,
bool  bInUseSingleLayerWaterMaterial,
bool  bInUseAnisotropy,
bool  bInSupportsNaniteRendering,
bool  bInSupportsGPUScene,
bool  bInUseForWaterInfoTextureDepth,
bool  bInUseForLumenSceneCapture,
uint8  InDecalRenderTargetModeMask,
ERHIFeatureLevel::Type  FeatureLevel 
)

Member Function Documentation

◆ GetLODIndex()

int8 FStaticMeshBatchRelevance::GetLODIndex ( ) const
inline

◆ GetStaticMeshCommandInfoIndex()

int32 FStaticMeshBatchRelevance::GetStaticMeshCommandInfoIndex ( EMeshPass::Type  MeshPass) const

Computes index of cached mesh draw command in FPrimitiveSceneInfo::CachedMeshDrawCommandInfos, for a given mesh pass.

Member Data Documentation

◆ bDitheredLODTransition

uint8 FStaticMeshBatchRelevance::bDitheredLODTransition

Whether the mesh batch should apply dithered LOD.

◆ bOverlayMaterial

uint8 FStaticMeshBatchRelevance::bOverlayMaterial

◆ bRenderToVirtualTexture

uint8 FStaticMeshBatchRelevance::bRenderToVirtualTexture

Whether the mesh batch can be used for rendering to a virtual texture.

◆ bSelectable

uint8 FStaticMeshBatchRelevance::bSelectable

Whether the mesh batch can be selected through editor selection, aka hit proxies.

◆ bSupportsCachingMeshDrawCommands

uint8 FStaticMeshBatchRelevance::bSupportsCachingMeshDrawCommands

Cached from vertex factory to avoid dereferencing VF in InitViews.

◆ bSupportsGPUScene

uint8 FStaticMeshBatchRelevance::bSupportsGPUScene

Cached from vertex factory to avoid dereferencing VF in shadow depth rendering.

◆ bSupportsNaniteRendering

uint8 FStaticMeshBatchRelevance::bSupportsNaniteRendering

Cached from vertex factory to avoid dereferencing VF in InitViews.

◆ bUseAnisotropy

uint8 FStaticMeshBatchRelevance::bUseAnisotropy

◆ bUseAsOccluder

uint8 FStaticMeshBatchRelevance::bUseAsOccluder

◆ bUseForDepthPass

uint8 FStaticMeshBatchRelevance::bUseForDepthPass

◆ bUseForLumenSceneCapture

uint8 FStaticMeshBatchRelevance::bUseForLumenSceneCapture

Cached from lumen scene card capture

◆ bUseForMaterial

uint8 FStaticMeshBatchRelevance::bUseForMaterial

◆ bUseForWaterInfoTextureDepth

uint8 FStaticMeshBatchRelevance::bUseForWaterInfoTextureDepth

Whether the mesh batch should be used in the depth-only passes of rendering the water info texture for the water plugin

◆ bUseHairStrands

uint8 FStaticMeshBatchRelevance::bUseHairStrands

◆ bUseSingleLayerWaterMaterial

uint8 FStaticMeshBatchRelevance::bUseSingleLayerWaterMaterial

◆ bUseSkyMaterial

uint8 FStaticMeshBatchRelevance::bUseSkyMaterial

◆ CastShadow

uint8 FStaticMeshBatchRelevance::CastShadow

◆ CommandInfosBase

uint16 FStaticMeshBatchRelevance::CommandInfosBase

◆ CommandInfosMask

FMeshPassMask FStaticMeshBatchRelevance::CommandInfosMask

Starting offset into continuous array of command infos for this mesh in FPrimitiveSceneInfo::CachedMeshDrawCommandInfos.

◆ DecalRenderTargetModeMask

uint8 FStaticMeshBatchRelevance::DecalRenderTargetModeMask

What decal render target modes this mesh batch should be rendered to

◆ Id

int32 FStaticMeshBatchRelevance::Id

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

◆ LODIndex

int8 FStaticMeshBatchRelevance::LODIndex

LOD index of the mesh, used for fading LOD transitions.

◆ NumElements

uint16 FStaticMeshBatchRelevance::NumElements

Number of elements in this mesh.

◆ RuntimeVirtualTextureMaterialType

uint8 FStaticMeshBatchRelevance::RuntimeVirtualTextureMaterialType

What virtual texture material type this mesh batch should be rendered with.

◆ ScreenSize

float FStaticMeshBatchRelevance::ScreenSize

The screen space size to draw this primitive at


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