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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include <MeshBatch.h>
Inheritance diagram for FMeshBatch:Public Member Functions | |
| ENGINE_API bool | IsTranslucent (ERHIFeatureLevel::Type InFeatureLevel) const |
| ENGINE_API bool | IsDecal (ERHIFeatureLevel::Type InFeatureLevel) const |
| ENGINE_API bool | IsDualBlend (ERHIFeatureLevel::Type InFeatureLevel) const |
| ENGINE_API bool | UseForHairStrands (ERHIFeatureLevel::Type InFeatureLevel) const |
| ENGINE_API bool | IsMasked (ERHIFeatureLevel::Type InFeatureLevel) const |
| int32 | GetNumPrimitives () const |
| bool | HasAnyDrawCalls () const |
| ENGINE_API void | PreparePrimitiveUniformBuffer (const FPrimitiveSceneProxy *PrimitiveSceneProxy, ERHIFeatureLevel::Type FeatureLevel) |
| ENGINE_API bool | Validate (const FPrimitiveSceneProxy *SceneProxy, ERHIFeatureLevel::Type FeatureLevel) const |
| PRAGMA_DISABLE_DEPRECATION_WARNINGS | FMeshBatch () |
| FMeshBatch (FMeshBatch &)=default | |
| ~FMeshBatch ()=default | |
| FMeshBatch (const FMeshBatch &)=default | |
| FMeshBatch (FMeshBatch &&)=default | |
| FMeshBatch & | operator= (const FMeshBatch &)=default |
| FMeshBatch & | operator= (FMeshBatch &&)=default |
A batch of mesh elements, all with the same material and vertex buffer
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Default constructor.
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| bool FMeshBatch::IsDecal | ( | ERHIFeatureLevel::Type | InFeatureLevel | ) | const |
| bool FMeshBatch::IsDualBlend | ( | ERHIFeatureLevel::Type | InFeatureLevel | ) | const |
| bool FMeshBatch::IsMasked | ( | ERHIFeatureLevel::Type | InFeatureLevel | ) | const |
| bool FMeshBatch::IsTranslucent | ( | ERHIFeatureLevel::Type | InFeatureLevel | ) | const |
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| void FMeshBatch::PreparePrimitiveUniformBuffer | ( | const FPrimitiveSceneProxy * | PrimitiveSceneProxy, |
| ERHIFeatureLevel::Type | FeatureLevel | ||
| ) |
| bool FMeshBatch::UseForHairStrands | ( | ERHIFeatureLevel::Type | InFeatureLevel | ) | const |
| ENGINE_API bool FMeshBatch::Validate | ( | const FPrimitiveSceneProxy * | SceneProxy, |
| ERHIFeatureLevel::Type | FeatureLevel | ||
| ) | const |
| FHitProxyId FMeshBatch::BatchHitProxyId |
The current hit proxy ID being rendered.
| uint32 FMeshBatch::bCanApplyViewModeOverrides |
Whether view mode overrides can be applied to this mesh eg unlit, wireframe.
| uint32 FMeshBatch::bDisableBackfaceCulling |
| uint32 FMeshBatch::bDitheredLODTransition |
Whether the mesh batch should apply dithered LOD.
| uint32 FMeshBatch::bOverlayMaterial |
Whether mesh is rendered with overlay material.
| uint32 FMeshBatch::bRenderToVirtualTexture |
Whether the mesh batch can be rendered to virtual textures.
| uint32 FMeshBatch::bSelectable |
Whether the mesh batch can be selected through editor selection, aka hit proxies.
| uint32 FMeshBatch::bUseAsOccluder |
| uint32 FMeshBatch::bUseForDepthPass |
| uint32 FMeshBatch::bUseForLumenSurfaceCacheCapture |
Gives the opportunity to select a different VF for the landscape for the lumen surface cache capture
| uint32 FMeshBatch::bUseForMaterial |
| uint32 FMeshBatch::bUseForWaterInfoTextureDepth |
Whether the mesh batch should be used in the depth-only passes of rendering the water info texture for the water plugin
| uint32 FMeshBatch::bUseSelectionOutline |
Whether the batch should receive the selection outline.
This is useful for proxies which support selection on a per-mesh batch basis. They submit multiple mesh batches when selected, some of which have bUseSelectionOutline enabled.
| uint32 FMeshBatch::bUseWireframeSelectionColoring |
Whether to treat the batch as selected in special viewmodes like wireframe. This is needed instead of just Proxy->IsSelected() because some proxies do weird things with selection highlighting, like FStaticMeshSceneProxy.
| uint32 FMeshBatch::bViewDependentArguments |
Whether mesh has a view dependent draw arguments. Gives an opportunity to override mesh arguments for a View just before creating MDC for a mesh (makes MDC "non-cached")
| uint32 FMeshBatch::bWireframe |
| uint32 FMeshBatch::CastShadow |
Pass feature relevance flags. Allows a proxy to submit fast representations for passes which can take advantage of it, for example separate index buffer for depth-only rendering since vertices can be merged based on position and ignore UV differences.
| uint32 FMeshBatch::DepthPriorityGroup |
| int32 FMeshBatch::DynamicMeshBoundsIndex = INDEX_NONE |
If set, the ID to use during culling when GPU skin cache is available to provide dynamic tight-fit bounds.
| TArray<FMeshBatchElement,TInlineAllocator<1> > FMeshBatch::Elements |
| const FLightCacheInterface* FMeshBatch::LCI |
| int8 FMeshBatch::LODIndex |
LOD index of the mesh, used for fading LOD transitions.
| const FMaterialRenderProxy* FMeshBatch::MaterialRenderProxy |
Material proxy for rendering, required.
| uint16 FMeshBatch::MeshIdInPrimitive |
| uint32 FMeshBatch::ReverseCulling |
| uint32 FMeshBatch::RuntimeVirtualTextureMaterialType |
What virtual texture material type this mesh batch should be rendered with.
| int32 FMeshBatch::SegmentIndex |
Segment index of the original mesh
| float FMeshBatch::TessellationDisablingShadowMapMeshSize |
This is the threshold that will be used to know if we should use this mesh batch or use one with no tessellation enabled
| uint32 FMeshBatch::Type |
| const FVertexFactory* FMeshBatch::VertexFactory |
Vertex factory for rendering, required.
| int8 FMeshBatch::VisualizeHLODIndex |
Conceptual HLOD index used for the HLOD Coloration visualization.
| int8 FMeshBatch::VisualizeLODIndex |
Conceptual LOD index used for the LOD Coloration visualization.