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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>
Public Member Functions | |
| int32 | GetNumPrimitives () const |
| FMeshBatchElement () | |
A batch mesh element definition.
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inline |
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| union { ... } FMeshBatchElement |
| uint32 FMeshBatchElement::BaseVertexIndex |
| uint32 FMeshBatchElement::bFetchInstanceCountFromScene |
| uint32 FMeshBatchElement::bForceInstanceCulling |
| uint32 FMeshBatchElement::bIsInstanceRuns |
| uint32 FMeshBatchElement::bIsSplineProxy |
| uint32 FMeshBatchElement::bPreserveInstanceOrder |
| uint32 FMeshBatchElement::bUserDataIsColorVertexBuffer |
| FMeshBatchElementDynamicIndexBuffer FMeshBatchElement::DynamicIndexBuffer |
Store dynamic index buffer This is used for objects whose triangles are dynamically sorted for a particular view (i.e., per-object order-independent-transparency)
| const FMeshBatchDynamicPrimitiveData* FMeshBatchElement::DynamicPrimitiveData |
Source instance scene data and payload data for dynamic primitives. Must be provided for dynamic primitives that have more than a single instance. NOTE: The lifetime of the object pointed to is expected to match or exceed that of the mesh batch itself.
| uint32 FMeshBatchElement::DynamicPrimitiveIndex |
| uint32 FMeshBatchElement::DynamicPrimitiveInstanceSceneDataOffset |
| uint32 FMeshBatchElement::FirstIndex |
| const FIndexBuffer* FMeshBatchElement::IndexBuffer |
The index buffer to draw the mesh batch with.
| FRHIBuffer* FMeshBatchElement::IndirectArgsBuffer |
| uint32 FMeshBatchElement::IndirectArgsOffset |
| uint32 FMeshBatchElement::InstancedLODIndex |
| uint32 FMeshBatchElement::InstancedLODRange |
| uint32* FMeshBatchElement::InstanceRuns |
If !bIsSplineProxy, Instance runs, where number of runs is specified by NumInstances. Run structure is [StartInstanceIndex, EndInstanceIndex].
| FUniformBufferRHIRef FMeshBatchElement::LooseParametersUniformBuffer |
Uniform buffer containing the "loose" parameters that aren't wrapped in other uniform buffers. Those parameters can be unique per mesh batch, e.g. view dependent.
| float FMeshBatchElement::MaxScreenSize |
| uint32 FMeshBatchElement::MaxVertexIndex |
| float FMeshBatchElement::MinScreenSize |
| uint32 FMeshBatchElement::MinVertexIndex |
| uint32 FMeshBatchElement::NumInstances |
Number of instances to draw. If InstanceRuns is valid, this is actually the number of runs in InstanceRuns.
| uint32 FMeshBatchElement::NumPrimitives |
When 0, IndirectArgsBuffer will be used.
| EPrimitiveIdMode FMeshBatchElement::PrimitiveIdMode |
Assigned by renderer
| FRHIUniformBuffer* FMeshBatchElement::PrimitiveUniformBuffer |
Primitive uniform buffer RHI Must be null for vertex factories that manually fetch primitive data from scene data, in which case FPrimitiveSceneProxy::UniformBuffer will be used.
| const TUniformBuffer<FPrimitiveUniformShaderParameters>* FMeshBatchElement::PrimitiveUniformBufferResource |
Primitive uniform buffer to use for rendering, used when PrimitiveUniformBuffer is null. This interface allows a FMeshBatchElement to be setup for a uniform buffer that has not been initialized yet, (TUniformBuffer* is known but not the FRHIUniformBuffer*)
| FColor FMeshBatchElement::SkinCacheDebugColor = FColor::White |
Skin Cache debug visualization color.
| const class FSplineMeshSceneProxy* FMeshBatchElement::SplineMeshSceneProxy |
If bIsSplineProxy, a pointer back to the proxy
| const void* FMeshBatchElement::UserData |
| int32 FMeshBatchElement::UserIndex |
| void* FMeshBatchElement::VertexFactoryUserData |
| int32 FMeshBatchElement::VisualizeElementIndex |
Conceptual element index used for debug viewmodes.