| ActorWorldPosition(const FVector &InActorWorldPosition) | FPrimitiveUniformShaderParametersBuilder | inline |
| Build() | FPrimitiveUniformShaderParametersBuilder | inline |
| CustomDepthStencil(uint8 StencilValue, EStencilMask StencilWriteMask) | FPrimitiveUniformShaderParametersBuilder | inline |
| CustomPrimitiveData(const FCustomPrimitiveData *InCustomPrimitiveData) | FPrimitiveUniformShaderParametersBuilder | inline |
| Defaults() | FPrimitiveUniformShaderParametersBuilder | inline |
| EditorColors(const FLinearColor &InWireframeColor, const FLinearColor &InPrimitiveColor) | FPrimitiveUniformShaderParametersBuilder | inline |
| InstanceDrawDistance(FVector2f DistanceMinMax) | FPrimitiveUniformShaderParametersBuilder | |
| InstanceLocalBounds(const FRenderBounds &InInstanceLocalBounds) | FPrimitiveUniformShaderParametersBuilder | inline |
| InstanceWorldPositionOffsetDisableDistance(float WPODisableDistance) | FPrimitiveUniformShaderParametersBuilder | |
| LightingChannelMask(uint32 InLightingChannelMask) | FPrimitiveUniformShaderParametersBuilder | inline |
| LocalBounds(const FBoxSphereBounds &InLocalBounds) | FPrimitiveUniformShaderParametersBuilder | inline |
| LocalToWorld(const FMatrix &InLocalToWorld) | FPrimitiveUniformShaderParametersBuilder | inline |
| MaxWorldPositionOffsetExtent(float InMaxExtent) | FPrimitiveUniformShaderParametersBuilder | inline |
| MinMaxMaterialDisplacement(const FVector2f &InMinMaxDisplacement) | FPrimitiveUniformShaderParametersBuilder | inline |
| NaniteAssemblyInfo(uint32 TransformOffset, uint32 TransformCount) | FPrimitiveUniformShaderParametersBuilder | |
| NaniteFilterFlags(uint32 FilterFlags) | FPrimitiveUniformShaderParametersBuilder | inline |
| NaniteImposterIndex(uint32 ImposterIndex) | FPrimitiveUniformShaderParametersBuilder | inline |
| ObjectBounds(const FVector3f &InObjectBounds) | FPrimitiveUniformShaderParametersBuilder | inline |
| PixelProgrammableDistance(float PixelProgrammableDistance) | FPrimitiveUniformShaderParametersBuilder | |
| PreSkinnedLocalBounds(const FBoxSphereBounds &InPreSkinnedLocalBounds) | FPrimitiveUniformShaderParametersBuilder | inline |
| PreviousLocalToWorld(const FMatrix &InPreviousLocalToWorld) | FPrimitiveUniformShaderParametersBuilder | inline |
| PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD(bool, ReceivesDecals) | FPrimitiveUniformShaderParametersBuilder | |
| PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD(bool, HasRayTracingRepresentation) | FPrimitiveUniformShaderParametersBuilder | |
| PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD(bool, HasCapsuleRepresentation) | FPrimitiveUniformShaderParametersBuilder | |
| PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD(bool, HasInstanceLocalBounds) | FPrimitiveUniformShaderParametersBuilder | |
| PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD(bool, CastContactShadow) | FPrimitiveUniformShaderParametersBuilder | |
| PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD(bool, CastHiddenShadow) | FPrimitiveUniformShaderParametersBuilder | |
| PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD(bool, CastShadow) | FPrimitiveUniformShaderParametersBuilder | |
| PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD(bool, UseSingleSampleShadowFromStationaryLights) | FPrimitiveUniformShaderParametersBuilder | |
| PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD(bool, UseVolumetricLightmap) | FPrimitiveUniformShaderParametersBuilder | |
| PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD(bool, OutputVelocity) | FPrimitiveUniformShaderParametersBuilder | |
| PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD(bool, EvaluateWorldPositionOffset) | FPrimitiveUniformShaderParametersBuilder | |
| PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD(bool, VisibleInGame) | FPrimitiveUniformShaderParametersBuilder | |
| PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD(bool, VisibleInEditor) | FPrimitiveUniformShaderParametersBuilder | |
| PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD(bool, ReverseCulling) | FPrimitiveUniformShaderParametersBuilder | |
| PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD(bool, VisibleInMainPass) | FPrimitiveUniformShaderParametersBuilder | |
| PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD(bool, VisibleInReflectionCaptures) | FPrimitiveUniformShaderParametersBuilder | |
| PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD(bool, VisibleInRealTimeSkyCaptures) | FPrimitiveUniformShaderParametersBuilder | |
| PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD(bool, VisibleInRayTracing) | FPrimitiveUniformShaderParametersBuilder | |
| PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD(bool, VisibleInLumenScene) | FPrimitiveUniformShaderParametersBuilder | |
| PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD(bool, VisibleInSceneCaptureOnly) | FPrimitiveUniformShaderParametersBuilder | |
| PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD(bool, HiddenInSceneCapture) | FPrimitiveUniformShaderParametersBuilder | |
| PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD(bool, ForceHidden) | FPrimitiveUniformShaderParametersBuilder | |
| PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD(bool, Holdout) | FPrimitiveUniformShaderParametersBuilder | |
| PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD(bool, DisableMaterialInvalidations) | FPrimitiveUniformShaderParametersBuilder | |
| PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD(bool, SplineMesh) | FPrimitiveUniformShaderParametersBuilder | |
| PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD(bool, SkinnedMesh) | FPrimitiveUniformShaderParametersBuilder | |
| PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD(bool, AllowInstanceCullingOcclusionQueries) | FPrimitiveUniformShaderParametersBuilder | |
| PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD(bool, HasAlwaysEvaluateWPOMaterials) | FPrimitiveUniformShaderParametersBuilder | |
| PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD(bool, HasPixelAnimation) | FPrimitiveUniformShaderParametersBuilder | |
| PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD(bool, RayTracingFarField) | FPrimitiveUniformShaderParametersBuilder | |
| PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD(bool, RayTracingHasGroupId) | FPrimitiveUniformShaderParametersBuilder | |
| PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD(bool, HasPerClusterDisplacementFallbackRaster) | FPrimitiveUniformShaderParametersBuilder | |
| PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD(bool, IsFirstPerson) | FPrimitiveUniformShaderParametersBuilder | |
| PRIMITIVE_UNIFORM_BUILDER_METHOD(uint32, InstanceSceneDataOffset) | FPrimitiveUniformShaderParametersBuilder | |
| PRIMITIVE_UNIFORM_BUILDER_METHOD(uint32, NumInstanceSceneDataEntries) | FPrimitiveUniformShaderParametersBuilder | |
| PRIMITIVE_UNIFORM_BUILDER_METHOD(uint32, InstancePayloadDataOffset) | FPrimitiveUniformShaderParametersBuilder | |
| PRIMITIVE_UNIFORM_BUILDER_METHOD(uint32, InstancePayloadDataStride) | FPrimitiveUniformShaderParametersBuilder | |
| PRIMITIVE_UNIFORM_BUILDER_METHOD(uint32, InstancePayloadExtensionSize) | FPrimitiveUniformShaderParametersBuilder | |
| PRIMITIVE_UNIFORM_BUILDER_METHOD(int32, SingleCaptureIndex) | FPrimitiveUniformShaderParametersBuilder | |
| PRIMITIVE_UNIFORM_BUILDER_METHOD(int32, PersistentPrimitiveIndex) | FPrimitiveUniformShaderParametersBuilder | |
| PRIMITIVE_UNIFORM_BUILDER_METHOD(uint32, PrimitiveComponentId) | FPrimitiveUniformShaderParametersBuilder | |
| PRIMITIVE_UNIFORM_BUILDER_METHOD(uint32, NaniteResourceID) | FPrimitiveUniformShaderParametersBuilder | |
| PRIMITIVE_UNIFORM_BUILDER_METHOD(uint32, NaniteHierarchyOffset) | FPrimitiveUniformShaderParametersBuilder | |
| PRIMITIVE_UNIFORM_BUILDER_METHOD(uint32, NaniteRayTracingDataOffset) | FPrimitiveUniformShaderParametersBuilder | |
| PRIMITIVE_UNIFORM_BUILDER_METHOD(uint32, LightmapUVIndex) | FPrimitiveUniformShaderParametersBuilder | |
| PRIMITIVE_UNIFORM_BUILDER_METHOD(uint32, LightmapDataIndex) | FPrimitiveUniformShaderParametersBuilder | |
| PRIMITIVE_UNIFORM_BUILDER_METHOD(float, MaterialDisplacementFadeOutSize) | FPrimitiveUniformShaderParametersBuilder | |
| PRIMITIVE_UNIFORM_BUILDER_METHOD(FUintVector2, MeshPaintTextureDescriptor) | FPrimitiveUniformShaderParametersBuilder | |
| PRIMITIVE_UNIFORM_BUILDER_METHOD(uint32, MaterialCacheDescriptor) | FPrimitiveUniformShaderParametersBuilder | |
| PRIMITIVE_UNIFORM_BUILDER_METHOD(float, AnimationMinScreenSize) | FPrimitiveUniformShaderParametersBuilder | |
| WorldBounds(const FBoxSphereBounds &InWorldBounds) | FPrimitiveUniformShaderParametersBuilder | inline |