#include <InstanceUniformShaderParameters.h>
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| | FInstanceSceneShaderData () |
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| ENGINE_API void | Build (uint32 PrimitiveId, uint32 RelativeId, uint32 InstanceFlags, uint32 LastUpdateFrame, uint32 CustomDataCount, float RandomID, bool bIsVisible=true) |
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| 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) |
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| void | BuildInternal (uint32 PrimitiveId, uint32 RelativeId, uint32 InstanceFlags, uint32 LastUpdateFrame, uint32 CustomDataCount, float RandomID, const FRenderTransform &LocalToWorld, bool bIsVisible, bool bSupportsCompressedTransforms) |
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◆ FInstanceSceneShaderData()
| FInstanceSceneShaderData::FInstanceSceneShaderData |
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◆ Build() [1/2]
◆ Build() [2/2]
◆ BuildInternal()
◆ GetDataStrideInFloat4s()
| uint32 FInstanceSceneShaderData::GetDataStrideInFloat4s |
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◆ GetEffectiveNumBytes()
| static uint32 FInstanceSceneShaderData::GetEffectiveNumBytes |
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inlinestatic |
◆ SupportsCompressedTransforms()
| bool FInstanceSceneShaderData::SupportsCompressedTransforms |
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◆ Data
The documentation for this struct was generated from the following files: