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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include <StaticMeshBatch.h>
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 |
FStaticMeshBatch data which is InitViews specific. Stored separately for cache efficiency.
| 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 | ||
| ) |
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inline |
| int32 FStaticMeshBatchRelevance::GetStaticMeshCommandInfoIndex | ( | EMeshPass::Type | MeshPass | ) | const |
Computes index of cached mesh draw command in FPrimitiveSceneInfo::CachedMeshDrawCommandInfos, for a given mesh pass.
| uint8 FStaticMeshBatchRelevance::bDitheredLODTransition |
Whether the mesh batch should apply dithered LOD.
| uint8 FStaticMeshBatchRelevance::bOverlayMaterial |
| uint8 FStaticMeshBatchRelevance::bRenderToVirtualTexture |
Whether the mesh batch can be used for rendering to a virtual texture.
| uint8 FStaticMeshBatchRelevance::bSelectable |
Whether the mesh batch can be selected through editor selection, aka hit proxies.
| uint8 FStaticMeshBatchRelevance::bSupportsCachingMeshDrawCommands |
Cached from vertex factory to avoid dereferencing VF in InitViews.
| uint8 FStaticMeshBatchRelevance::bSupportsGPUScene |
Cached from vertex factory to avoid dereferencing VF in shadow depth rendering.
| uint8 FStaticMeshBatchRelevance::bSupportsNaniteRendering |
Cached from vertex factory to avoid dereferencing VF in InitViews.
| uint8 FStaticMeshBatchRelevance::bUseAnisotropy |
| uint8 FStaticMeshBatchRelevance::bUseAsOccluder |
| uint8 FStaticMeshBatchRelevance::bUseForDepthPass |
| uint8 FStaticMeshBatchRelevance::bUseForLumenSceneCapture |
Cached from lumen scene card capture
| uint8 FStaticMeshBatchRelevance::bUseForMaterial |
| 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
| uint8 FStaticMeshBatchRelevance::bUseHairStrands |
| uint8 FStaticMeshBatchRelevance::bUseSingleLayerWaterMaterial |
| uint8 FStaticMeshBatchRelevance::bUseSkyMaterial |
| uint8 FStaticMeshBatchRelevance::CastShadow |
| uint16 FStaticMeshBatchRelevance::CommandInfosBase |
| FMeshPassMask FStaticMeshBatchRelevance::CommandInfosMask |
Starting offset into continuous array of command infos for this mesh in FPrimitiveSceneInfo::CachedMeshDrawCommandInfos.
| uint8 FStaticMeshBatchRelevance::DecalRenderTargetModeMask |
What decal render target modes this mesh batch should be rendered to
| int32 FStaticMeshBatchRelevance::Id |
The index of the mesh in the scene's static meshes array.
| int8 FStaticMeshBatchRelevance::LODIndex |
LOD index of the mesh, used for fading LOD transitions.
| uint16 FStaticMeshBatchRelevance::NumElements |
Number of elements in this mesh.
| uint8 FStaticMeshBatchRelevance::RuntimeVirtualTextureMaterialType |
What virtual texture material type this mesh batch should be rendered with.
| float FStaticMeshBatchRelevance::ScreenSize |
The screen space size to draw this primitive at