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

#include <MeshPassProcessor.h>

Public Member Functions

 FMeshPassProcessorRenderState ()=default
 
 FMeshPassProcessorRenderState (const FMeshPassProcessorRenderState &DrawRenderState)=default
 
 ~FMeshPassProcessorRenderState ()=default
 
FORCEINLINE_DEBUGGABLE void SetBlendState (FRHIBlendState *InBlendState)
 
FORCEINLINE_DEBUGGABLE FRHIBlendStateGetBlendState () const
 
FORCEINLINE_DEBUGGABLE void SetDepthStencilState (FRHIDepthStencilState *InDepthStencilState)
 
FORCEINLINE_DEBUGGABLE void SetStencilRef (uint32 InStencilRef)
 
FORCEINLINE_DEBUGGABLE FRHIDepthStencilStateGetDepthStencilState () const
 
FORCEINLINE_DEBUGGABLE void SetDepthStencilAccess (FExclusiveDepthStencil::Type InDepthStencilAccess)
 
FORCEINLINE_DEBUGGABLE FExclusiveDepthStencil::Type GetDepthStencilAccess () const
 
FORCEINLINE_DEBUGGABLE uint32 GetStencilRef () const
 
FORCEINLINE_DEBUGGABLE void ApplyToPSO (FGraphicsPipelineStateInitializer &GraphicsPSOInit) const
 

Detailed Description

A set of render state overrides passed into a Mesh Pass Processor, so it can be configured from the outside.

Constructor & Destructor Documentation

◆ FMeshPassProcessorRenderState() [1/2]

FMeshPassProcessorRenderState::FMeshPassProcessorRenderState ( )
default

◆ FMeshPassProcessorRenderState() [2/2]

FMeshPassProcessorRenderState::FMeshPassProcessorRenderState ( const FMeshPassProcessorRenderState DrawRenderState)
default

◆ ~FMeshPassProcessorRenderState()

FMeshPassProcessorRenderState::~FMeshPassProcessorRenderState ( )
default

Member Function Documentation

◆ ApplyToPSO()

FORCEINLINE_DEBUGGABLE void FMeshPassProcessorRenderState::ApplyToPSO ( FGraphicsPipelineStateInitializer GraphicsPSOInit) const
inline

◆ GetBlendState()

FORCEINLINE_DEBUGGABLE FRHIBlendState * FMeshPassProcessorRenderState::GetBlendState ( ) const
inline

◆ GetDepthStencilAccess()

FORCEINLINE_DEBUGGABLE FExclusiveDepthStencil::Type FMeshPassProcessorRenderState::GetDepthStencilAccess ( ) const
inline

◆ GetDepthStencilState()

FORCEINLINE_DEBUGGABLE FRHIDepthStencilState * FMeshPassProcessorRenderState::GetDepthStencilState ( ) const
inline

◆ GetStencilRef()

FORCEINLINE_DEBUGGABLE uint32 FMeshPassProcessorRenderState::GetStencilRef ( ) const
inline

◆ SetBlendState()

FORCEINLINE_DEBUGGABLE void FMeshPassProcessorRenderState::SetBlendState ( FRHIBlendState InBlendState)
inline

◆ SetDepthStencilAccess()

FORCEINLINE_DEBUGGABLE void FMeshPassProcessorRenderState::SetDepthStencilAccess ( FExclusiveDepthStencil::Type  InDepthStencilAccess)
inline

◆ SetDepthStencilState()

FORCEINLINE_DEBUGGABLE void FMeshPassProcessorRenderState::SetDepthStencilState ( FRHIDepthStencilState InDepthStencilState)
inline

◆ SetStencilRef()

FORCEINLINE_DEBUGGABLE void FMeshPassProcessorRenderState::SetStencilRef ( uint32  InStencilRef)
inline

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