UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
HairStrands Namespace Reference

Functions

TRDGUniformBufferRef< FHairStrandsViewUniformParametersCreateDefaultHairStrandsViewUniformBuffer (FRDGBuilder &GraphBuilder, FViewInfo &View)
 
TRDGUniformBufferRef< FHairStrandsViewUniformParametersBindHairStrandsViewUniformParameters (const FViewInfo &View)
 
TRDGUniformBufferRef< FVirtualVoxelParametersBindHairStrandsVoxelUniformParameters (const FViewInfo &View)
 
bool HasViewHairStrandsData (const FViewInfo &View)
 
bool HasViewHairStrandsData (const TArray< FViewInfo > &Views)
 
bool HasViewHairStrandsVoxelData (const FViewInfo &View)
 
bool HasPositionsChanged (FRDGBuilder &GraphBuilder, const FScene &Scene, const FViewInfo &View)
 
void DrawHitProxies (FRDGBuilder &GraphBuilder, const FScene &Scene, const FViewInfo &View, FInstanceCullingManager &InstanceCullingManager, FRDGTextureRef HitProxyTexture, FRDGTextureRef HitProxyDepthTexture)
 
void DrawEditorSelection (FRDGBuilder &GraphBuilder, const FViewInfo &View, const FIntRect &ViewportRect, FRDGTextureRef SelectionDepthTexture)
 
FHairGroupPublicDataGetHairData (const FMeshBatch *In)
 
bool IsHairCompatible (const FMeshBatch *Mesh)
 
bool IsHairStrandsVF (const FMeshBatch *Mesh)
 
bool IsHairCardsVF (const FMeshBatch *Mesh)
 
bool IsHairVisible (const FMeshBatchAndRelevance &MeshBatch, bool bCheckLengthScale)
 
bool HasHairInstanceInScene (const FScene &Scene)
 
bool HasHairCardsVisible (const TArray< FViewInfo > &Views)
 
bool HasHairStrandsVisible (const TArray< FViewInfo > &Views)
 
void AddVisibleShadowCastingLight (const FScene &Scene, TArray< FViewInfo > &Views, const FLightSceneInfo *LightSceneInfo)
 
void PostRender (FScene &Scene)
 

Function Documentation

◆ AddVisibleShadowCastingLight()

void HairStrands::AddVisibleShadowCastingLight ( const FScene Scene,
TArray< FViewInfo > &  Views,
const FLightSceneInfo LightSceneInfo 
)

◆ BindHairStrandsViewUniformParameters()

TRDGUniformBufferRef< FHairStrandsViewUniformParameters > HairStrands::BindHairStrandsViewUniformParameters ( const FViewInfo View)

◆ BindHairStrandsVoxelUniformParameters()

TRDGUniformBufferRef< FVirtualVoxelParameters > HairStrands::BindHairStrandsVoxelUniformParameters ( const FViewInfo View)

◆ CreateDefaultHairStrandsViewUniformBuffer()

TRDGUniformBufferRef< FHairStrandsViewUniformParameters > HairStrands::CreateDefaultHairStrandsViewUniformBuffer ( FRDGBuilder GraphBuilder,
FViewInfo View 
)

◆ DrawEditorSelection()

void HairStrands::DrawEditorSelection ( FRDGBuilder GraphBuilder,
const FViewInfo View,
const FIntRect ViewportRect,
FRDGTextureRef  SelectionDepthTexture 
)

◆ DrawHitProxies()

void HairStrands::DrawHitProxies ( FRDGBuilder GraphBuilder,
const FScene Scene,
const FViewInfo View,
FInstanceCullingManager InstanceCullingManager,
FRDGTextureRef  HitProxyTexture,
FRDGTextureRef  HitProxyDepthTexture 
)

◆ GetHairData()

FHairGroupPublicData * HairStrands::GetHairData ( const FMeshBatch In)

◆ HasHairCardsVisible()

bool HairStrands::HasHairCardsVisible ( const TArray< FViewInfo > &  Views)

◆ HasHairInstanceInScene()

bool HairStrands::HasHairInstanceInScene ( const FScene Scene)

◆ HasHairStrandsVisible()

bool HairStrands::HasHairStrandsVisible ( const TArray< FViewInfo > &  Views)

◆ HasPositionsChanged()

bool HairStrands::HasPositionsChanged ( FRDGBuilder GraphBuilder,
const FScene Scene,
const FViewInfo View 
)

◆ HasViewHairStrandsData() [1/2]

bool HairStrands::HasViewHairStrandsData ( const FViewInfo View)

◆ HasViewHairStrandsData() [2/2]

bool HairStrands::HasViewHairStrandsData ( const TArray< FViewInfo > &  Views)

◆ HasViewHairStrandsVoxelData()

bool HairStrands::HasViewHairStrandsVoxelData ( const FViewInfo View)

◆ IsHairCardsVF()

bool HairStrands::IsHairCardsVF ( const FMeshBatch Mesh)

◆ IsHairCompatible()

bool HairStrands::IsHairCompatible ( const FMeshBatch Mesh)

◆ IsHairStrandsVF()

bool HairStrands::IsHairStrandsVF ( const FMeshBatch Mesh)

◆ IsHairVisible()

bool HairStrands::IsHairVisible ( const FMeshBatchAndRelevance MeshBatch,
bool  bCheckLengthScale 
)

◆ PostRender()

void HairStrands::PostRender ( FScene Scene)