#include <InstancedStaticMesh.h>
◆ FStaticMeshInstanceBuffer()
◆ ~FStaticMeshInstanceBuffer()
| FStaticMeshInstanceBuffer::~FStaticMeshInstanceBuffer |
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| ) |
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◆ BindInstanceVertexBuffer()
◆ FlushGPUUpload()
Call to flush any pending GPU data copies, if bFlushToGPUPending is false it does nothing. Should be called by the Proxy on the render thread for example in CreateRenderThreadResources().
◆ GetFriendlyName()
| virtual FString FStaticMeshInstanceBuffer::GetFriendlyName |
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const |
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inlineoverridevirtual |
◆ GetInstanceCustomDataValues()
| void FStaticMeshInstanceBuffer::GetInstanceCustomDataValues |
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int32 |
InstanceIndex, |
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TArray< float > & |
InstanceCustomData |
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) |
| const |
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inline |
◆ GetInstanceData()
◆ GetInstanceLightmapBuffer()
| FBufferRHIRef FStaticMeshInstanceBuffer::GetInstanceLightmapBuffer |
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inline |
◆ GetInstanceLightMapData()
| void FStaticMeshInstanceBuffer::GetInstanceLightMapData |
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int32 |
InstanceIndex, |
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FVector4f & |
InstanceLightmapAndShadowMapUVBias |
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) |
| const |
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inline |
◆ GetInstanceOriginBuffer()
| FBufferRHIRef FStaticMeshInstanceBuffer::GetInstanceOriginBuffer |
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inline |
◆ GetInstanceRandomID()
| void FStaticMeshInstanceBuffer::GetInstanceRandomID |
( |
int32 |
InstanceIndex, |
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float & |
RandomInstanceID |
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) |
| const |
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inline |
◆ GetInstanceTransform()
◆ GetInstanceTransformBuffer()
| FBufferRHIRef FStaticMeshInstanceBuffer::GetInstanceTransformBuffer |
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inline |
◆ GetNumInstances()
| uint32 FStaticMeshInstanceBuffer::GetNumInstances |
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const |
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inline |
◆ GetResourceSize()
| SIZE_T FStaticMeshInstanceBuffer::GetResourceSize |
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| ) |
const |
◆ InitFromPreallocatedData()
Initializes the buffer with the component's data.
- Parameters
-
| Other | - instance data, this call assumes the memory, so this will be empty after the call |
◆ InitResource()
Initializes the resource. This is only called by the rendering thread.
Reimplemented from FRenderResource.
◆ InitRHI()
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 from FRenderResource.
◆ operator=()
Specialized assignment operator, only used when importing LOD's.
Specialized assignment operator, only used when importing LOD's.
◆ ReleaseResource()
| void FStaticMeshInstanceBuffer::ReleaseResource |
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| ) |
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overridevirtual |
Prepares the resource for deletion. This is only called by the rendering thread.
Reimplemented from FRenderResource.
◆ ReleaseRHI()
| void FStaticMeshInstanceBuffer::ReleaseRHI |
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| ) |
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overridevirtual |
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 from FRenderResource.
◆ SetFlushToGPUPending()
| void FStaticMeshInstanceBuffer::SetFlushToGPUPending |
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| ) |
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inline |
Set flush to GPU as pending.
◆ InstanceData
The vertex data storage type
◆ RequireCPUAccess
| bool FStaticMeshInstanceBuffer::RequireCPUAccess |
Keep CPU copy of instance data
The documentation for this class was generated from the following files: