UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
FInstanceSceneShaderData Struct Reference

#include <InstanceUniformShaderParameters.h>

Public Member Functions

 FInstanceSceneShaderData ()
 
ENGINE_API void Build (uint32 PrimitiveId, uint32 RelativeId, uint32 InstanceFlags, uint32 LastUpdateFrame, uint32 CustomDataCount, float RandomID, bool bIsVisible=true)
 
ENGINE_API void Build (uint32 PrimitiveId, uint32 RelativeId, uint32 InstanceFlags, uint32 LastUpdateFrame, uint32 CustomDataCount, float RandomID, const FRenderTransform &LocalToPrimitive, const FRenderTransform &PrimitiveToWorld, bool bIsVisible=true)
 
void BuildInternal (uint32 PrimitiveId, uint32 RelativeId, uint32 InstanceFlags, uint32 LastUpdateFrame, uint32 CustomDataCount, float RandomID, const FRenderTransform &LocalToWorld, bool bIsVisible, bool bSupportsCompressedTransforms)
 

Static Public Member Functions

static ENGINE_API bool SupportsCompressedTransforms ()
 
static ENGINE_API uint32 GetDataStrideInFloat4s ()
 
static uint32 GetEffectiveNumBytes ()
 

Public Attributes

TStaticArray< FVector4f, UnCompressedTransformDataStrideInFloat4s > Data
 

Constructor & Destructor Documentation

◆ FInstanceSceneShaderData()

FInstanceSceneShaderData::FInstanceSceneShaderData ( )
inline

Member Function Documentation

◆ Build() [1/2]

void FInstanceSceneShaderData::Build ( uint32  PrimitiveId,
uint32  RelativeId,
uint32  InstanceFlags,
uint32  LastUpdateFrame,
uint32  CustomDataCount,
float  RandomID,
bool  bIsVisible = true 
)

◆ Build() [2/2]

void FInstanceSceneShaderData::Build ( uint32  PrimitiveId,
uint32  RelativeId,
uint32  InstanceFlags,
uint32  LastUpdateFrame,
uint32  CustomDataCount,
float  RandomID,
const FRenderTransform LocalToPrimitive,
const FRenderTransform PrimitiveToWorld,
bool  bIsVisible = true 
)

◆ BuildInternal()

void FInstanceSceneShaderData::BuildInternal ( uint32  PrimitiveId,
uint32  RelativeId,
uint32  InstanceFlags,
uint32  LastUpdateFrame,
uint32  CustomDataCount,
float  RandomID,
const FRenderTransform LocalToWorld,
bool  bIsVisible,
bool  bSupportsCompressedTransforms 
)
inline

◆ GetDataStrideInFloat4s()

uint32 FInstanceSceneShaderData::GetDataStrideInFloat4s ( )
static

◆ GetEffectiveNumBytes()

static uint32 FInstanceSceneShaderData::GetEffectiveNumBytes ( )
inlinestatic

◆ SupportsCompressedTransforms()

bool FInstanceSceneShaderData::SupportsCompressedTransforms ( )
static

Member Data Documentation

◆ Data

TStaticArray<FVector4f, UnCompressedTransformDataStrideInFloat4s> FInstanceSceneShaderData::Data

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