UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
FPrimitiveUniformShaderParametersBuilder Member List

This is the complete list of members for FPrimitiveUniformShaderParametersBuilder, including all inherited members.

ActorWorldPosition(const FVector &InActorWorldPosition)FPrimitiveUniformShaderParametersBuilderinline
Build()FPrimitiveUniformShaderParametersBuilderinline
CustomDepthStencil(uint8 StencilValue, EStencilMask StencilWriteMask)FPrimitiveUniformShaderParametersBuilderinline
CustomPrimitiveData(const FCustomPrimitiveData *InCustomPrimitiveData)FPrimitiveUniformShaderParametersBuilderinline
Defaults()FPrimitiveUniformShaderParametersBuilderinline
EditorColors(const FLinearColor &InWireframeColor, const FLinearColor &InPrimitiveColor)FPrimitiveUniformShaderParametersBuilderinline
InstanceDrawDistance(FVector2f DistanceMinMax)FPrimitiveUniformShaderParametersBuilder
InstanceLocalBounds(const FRenderBounds &InInstanceLocalBounds)FPrimitiveUniformShaderParametersBuilderinline
InstanceWorldPositionOffsetDisableDistance(float WPODisableDistance)FPrimitiveUniformShaderParametersBuilder
LightingChannelMask(uint32 InLightingChannelMask)FPrimitiveUniformShaderParametersBuilderinline
LocalBounds(const FBoxSphereBounds &InLocalBounds)FPrimitiveUniformShaderParametersBuilderinline
LocalToWorld(const FMatrix &InLocalToWorld)FPrimitiveUniformShaderParametersBuilderinline
MaxWorldPositionOffsetExtent(float InMaxExtent)FPrimitiveUniformShaderParametersBuilderinline
MinMaxMaterialDisplacement(const FVector2f &InMinMaxDisplacement)FPrimitiveUniformShaderParametersBuilderinline
NaniteAssemblyInfo(uint32 TransformOffset, uint32 TransformCount)FPrimitiveUniformShaderParametersBuilder
NaniteFilterFlags(uint32 FilterFlags)FPrimitiveUniformShaderParametersBuilderinline
NaniteImposterIndex(uint32 ImposterIndex)FPrimitiveUniformShaderParametersBuilderinline
ObjectBounds(const FVector3f &InObjectBounds)FPrimitiveUniformShaderParametersBuilderinline
PixelProgrammableDistance(float PixelProgrammableDistance)FPrimitiveUniformShaderParametersBuilder
PreSkinnedLocalBounds(const FBoxSphereBounds &InPreSkinnedLocalBounds)FPrimitiveUniformShaderParametersBuilderinline
PreviousLocalToWorld(const FMatrix &InPreviousLocalToWorld)FPrimitiveUniformShaderParametersBuilderinline
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)FPrimitiveUniformShaderParametersBuilderinline