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

#include <PrimitiveUniformShaderParametersBuilder.h>

Public Member Functions

FPrimitiveUniformShaderParametersBuilderDefaults ()
 
 PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD (bool, ReceivesDecals)
 
 PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD (bool, HasRayTracingRepresentation)
 
 PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD (bool, HasCapsuleRepresentation)
 
 PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD (bool, HasInstanceLocalBounds)
 
 PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD (bool, CastContactShadow)
 
 PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD (bool, CastHiddenShadow)
 
 PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD (bool, CastShadow)
 
 PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD (bool, UseSingleSampleShadowFromStationaryLights)
 
 PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD (bool, UseVolumetricLightmap)
 
 PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD (bool, OutputVelocity)
 
 PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD (bool, EvaluateWorldPositionOffset)
 
 PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD (bool, VisibleInGame)
 
 PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD (bool, VisibleInEditor)
 
 PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD (bool, ReverseCulling)
 
 PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD (bool, VisibleInMainPass)
 
 PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD (bool, VisibleInReflectionCaptures)
 
 PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD (bool, VisibleInRealTimeSkyCaptures)
 
 PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD (bool, VisibleInRayTracing)
 
 PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD (bool, VisibleInLumenScene)
 
 PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD (bool, VisibleInSceneCaptureOnly)
 
 PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD (bool, HiddenInSceneCapture)
 
 PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD (bool, ForceHidden)
 
 PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD (bool, Holdout)
 
 PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD (bool, DisableMaterialInvalidations)
 
 PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD (bool, SplineMesh)
 
 PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD (bool, SkinnedMesh)
 
 PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD (bool, AllowInstanceCullingOcclusionQueries)
 
 PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD (bool, HasAlwaysEvaluateWPOMaterials)
 
 PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD (bool, HasPixelAnimation)
 
 PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD (bool, RayTracingFarField)
 
 PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD (bool, RayTracingHasGroupId)
 
 PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD (bool, HasPerClusterDisplacementFallbackRaster)
 
 PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD (bool, IsFirstPerson)
 
 PRIMITIVE_UNIFORM_BUILDER_METHOD (uint32, InstanceSceneDataOffset)
 
 PRIMITIVE_UNIFORM_BUILDER_METHOD (uint32, NumInstanceSceneDataEntries)
 
 PRIMITIVE_UNIFORM_BUILDER_METHOD (uint32, InstancePayloadDataOffset)
 
 PRIMITIVE_UNIFORM_BUILDER_METHOD (uint32, InstancePayloadDataStride)
 
 PRIMITIVE_UNIFORM_BUILDER_METHOD (uint32, InstancePayloadExtensionSize)
 
 PRIMITIVE_UNIFORM_BUILDER_METHOD (int32, SingleCaptureIndex)
 
 PRIMITIVE_UNIFORM_BUILDER_METHOD (int32, PersistentPrimitiveIndex)
 
 PRIMITIVE_UNIFORM_BUILDER_METHOD (uint32, PrimitiveComponentId)
 
 PRIMITIVE_UNIFORM_BUILDER_METHOD (uint32, NaniteResourceID)
 
 PRIMITIVE_UNIFORM_BUILDER_METHOD (uint32, NaniteHierarchyOffset)
 
 PRIMITIVE_UNIFORM_BUILDER_METHOD (uint32, NaniteRayTracingDataOffset)
 
 PRIMITIVE_UNIFORM_BUILDER_METHOD (uint32, LightmapUVIndex)
 
 PRIMITIVE_UNIFORM_BUILDER_METHOD (uint32, LightmapDataIndex)
 
 PRIMITIVE_UNIFORM_BUILDER_METHOD (float, MaterialDisplacementFadeOutSize)
 
 PRIMITIVE_UNIFORM_BUILDER_METHOD (FUintVector2, MeshPaintTextureDescriptor)
 
 PRIMITIVE_UNIFORM_BUILDER_METHOD (uint32, MaterialCacheDescriptor)
 
 PRIMITIVE_UNIFORM_BUILDER_METHOD (float, AnimationMinScreenSize)
 
FPrimitiveUniformShaderParametersBuilderLightingChannelMask (uint32 InLightingChannelMask)
 
FPrimitiveUniformShaderParametersBuilderMaxWorldPositionOffsetExtent (float InMaxExtent)
 
FPrimitiveUniformShaderParametersBuilderMinMaxMaterialDisplacement (const FVector2f &InMinMaxDisplacement)
 
FPrimitiveUniformShaderParametersBuilderObjectBounds (const FVector3f &InObjectBounds)
 
FPrimitiveUniformShaderParametersBuilderWorldBounds (const FBoxSphereBounds &InWorldBounds)
 
FPrimitiveUniformShaderParametersBuilderLocalBounds (const FBoxSphereBounds &InLocalBounds)
 
FPrimitiveUniformShaderParametersBuilderPreSkinnedLocalBounds (const FBoxSphereBounds &InPreSkinnedLocalBounds)
 
FPrimitiveUniformShaderParametersBuilderActorWorldPosition (const FVector &InActorWorldPosition)
 
FPrimitiveUniformShaderParametersBuilderLocalToWorld (const FMatrix &InLocalToWorld)
 
FPrimitiveUniformShaderParametersBuilderInstanceLocalBounds (const FRenderBounds &InInstanceLocalBounds)
 
FPrimitiveUniformShaderParametersBuilderPreviousLocalToWorld (const FMatrix &InPreviousLocalToWorld)
 
FPrimitiveUniformShaderParametersBuilderEditorColors (const FLinearColor &InWireframeColor, const FLinearColor &InPrimitiveColor)
 
FPrimitiveUniformShaderParametersBuilderCustomPrimitiveData (const FCustomPrimitiveData *InCustomPrimitiveData)
 
FPrimitiveUniformShaderParametersBuilderNaniteImposterIndex (uint32 ImposterIndex)
 
FPrimitiveUniformShaderParametersBuilderNaniteFilterFlags (uint32 FilterFlags)
 
FPrimitiveUniformShaderParametersBuilderCustomDepthStencil (uint8 StencilValue, EStencilMask StencilWriteMask)
 
ENGINE_API FPrimitiveUniformShaderParametersBuilderInstanceDrawDistance (FVector2f DistanceMinMax)
 
ENGINE_API FPrimitiveUniformShaderParametersBuilderInstanceWorldPositionOffsetDisableDistance (float WPODisableDistance)
 
ENGINE_API FPrimitiveUniformShaderParametersBuilderPixelProgrammableDistance (float PixelProgrammableDistance)
 
ENGINE_API FPrimitiveUniformShaderParametersBuilderNaniteAssemblyInfo (uint32 TransformOffset, uint32 TransformCount)
 
const FPrimitiveUniformShaderParametersBuild ()
 

Member Function Documentation

◆ ActorWorldPosition()

FPrimitiveUniformShaderParametersBuilder & FPrimitiveUniformShaderParametersBuilder::ActorWorldPosition ( const FVector InActorWorldPosition)
inline

◆ Build()

const FPrimitiveUniformShaderParameters & FPrimitiveUniformShaderParametersBuilder::Build ( )
inline

◆ CustomDepthStencil()

FPrimitiveUniformShaderParametersBuilder & FPrimitiveUniformShaderParametersBuilder::CustomDepthStencil ( uint8  StencilValue,
EStencilMask  StencilWriteMask 
)
inline

◆ CustomPrimitiveData()

FPrimitiveUniformShaderParametersBuilder & FPrimitiveUniformShaderParametersBuilder::CustomPrimitiveData ( const FCustomPrimitiveData InCustomPrimitiveData)
inline

◆ Defaults()

FPrimitiveUniformShaderParametersBuilder & FPrimitiveUniformShaderParametersBuilder::Defaults ( )
inline

◆ EditorColors()

FPrimitiveUniformShaderParametersBuilder & FPrimitiveUniformShaderParametersBuilder::EditorColors ( const FLinearColor InWireframeColor,
const FLinearColor InPrimitiveColor 
)
inline

◆ InstanceDrawDistance()

FPrimitiveUniformShaderParametersBuilder & FPrimitiveUniformShaderParametersBuilder::InstanceDrawDistance ( FVector2f  DistanceMinMax)

◆ InstanceLocalBounds()

FPrimitiveUniformShaderParametersBuilder & FPrimitiveUniformShaderParametersBuilder::InstanceLocalBounds ( const FRenderBounds InInstanceLocalBounds)
inline

◆ InstanceWorldPositionOffsetDisableDistance()

FPrimitiveUniformShaderParametersBuilder & FPrimitiveUniformShaderParametersBuilder::InstanceWorldPositionOffsetDisableDistance ( float  WPODisableDistance)

◆ LightingChannelMask()

FPrimitiveUniformShaderParametersBuilder & FPrimitiveUniformShaderParametersBuilder::LightingChannelMask ( uint32  InLightingChannelMask)
inline

◆ LocalBounds()

FPrimitiveUniformShaderParametersBuilder & FPrimitiveUniformShaderParametersBuilder::LocalBounds ( const FBoxSphereBounds InLocalBounds)
inline

◆ LocalToWorld()

FPrimitiveUniformShaderParametersBuilder & FPrimitiveUniformShaderParametersBuilder::LocalToWorld ( const FMatrix InLocalToWorld)
inline

◆ MaxWorldPositionOffsetExtent()

FPrimitiveUniformShaderParametersBuilder & FPrimitiveUniformShaderParametersBuilder::MaxWorldPositionOffsetExtent ( float  InMaxExtent)
inline

◆ MinMaxMaterialDisplacement()

FPrimitiveUniformShaderParametersBuilder & FPrimitiveUniformShaderParametersBuilder::MinMaxMaterialDisplacement ( const FVector2f InMinMaxDisplacement)
inline

◆ NaniteAssemblyInfo()

FPrimitiveUniformShaderParametersBuilder & FPrimitiveUniformShaderParametersBuilder::NaniteAssemblyInfo ( uint32  TransformOffset,
uint32  TransformCount 
)

◆ NaniteFilterFlags()

FPrimitiveUniformShaderParametersBuilder & FPrimitiveUniformShaderParametersBuilder::NaniteFilterFlags ( uint32  FilterFlags)
inline

◆ NaniteImposterIndex()

FPrimitiveUniformShaderParametersBuilder & FPrimitiveUniformShaderParametersBuilder::NaniteImposterIndex ( uint32  ImposterIndex)
inline

◆ ObjectBounds()

FPrimitiveUniformShaderParametersBuilder & FPrimitiveUniformShaderParametersBuilder::ObjectBounds ( const FVector3f InObjectBounds)
inline

◆ PixelProgrammableDistance()

FPrimitiveUniformShaderParametersBuilder & FPrimitiveUniformShaderParametersBuilder::PixelProgrammableDistance ( float  PixelProgrammableDistance)

◆ PreSkinnedLocalBounds()

FPrimitiveUniformShaderParametersBuilder & FPrimitiveUniformShaderParametersBuilder::PreSkinnedLocalBounds ( const FBoxSphereBounds InPreSkinnedLocalBounds)
inline

◆ PreviousLocalToWorld()

FPrimitiveUniformShaderParametersBuilder & FPrimitiveUniformShaderParametersBuilder::PreviousLocalToWorld ( const FMatrix InPreviousLocalToWorld)
inline

◆ PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD() [1/33]

FPrimitiveUniformShaderParametersBuilder::PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD ( bool  ,
AllowInstanceCullingOcclusionQueries   
)

◆ PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD() [2/33]

FPrimitiveUniformShaderParametersBuilder::PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD ( bool  ,
CastContactShadow   
)

◆ PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD() [3/33]

FPrimitiveUniformShaderParametersBuilder::PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD ( bool  ,
CastHiddenShadow   
)

◆ PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD() [4/33]

FPrimitiveUniformShaderParametersBuilder::PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD ( bool  ,
CastShadow   
)

◆ PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD() [5/33]

FPrimitiveUniformShaderParametersBuilder::PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD ( bool  ,
DisableMaterialInvalidations   
)

◆ PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD() [6/33]

FPrimitiveUniformShaderParametersBuilder::PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD ( bool  ,
EvaluateWorldPositionOffset   
)

◆ PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD() [7/33]

FPrimitiveUniformShaderParametersBuilder::PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD ( bool  ,
ForceHidden   
)

◆ PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD() [8/33]

FPrimitiveUniformShaderParametersBuilder::PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD ( bool  ,
HasAlwaysEvaluateWPOMaterials   
)

◆ PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD() [9/33]

FPrimitiveUniformShaderParametersBuilder::PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD ( bool  ,
HasCapsuleRepresentation   
)

◆ PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD() [10/33]

FPrimitiveUniformShaderParametersBuilder::PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD ( bool  ,
HasInstanceLocalBounds   
)

◆ PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD() [11/33]

FPrimitiveUniformShaderParametersBuilder::PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD ( bool  ,
HasPerClusterDisplacementFallbackRaster   
)

◆ PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD() [12/33]

FPrimitiveUniformShaderParametersBuilder::PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD ( bool  ,
HasPixelAnimation   
)

◆ PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD() [13/33]

FPrimitiveUniformShaderParametersBuilder::PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD ( bool  ,
HasRayTracingRepresentation   
)

◆ PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD() [14/33]

FPrimitiveUniformShaderParametersBuilder::PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD ( bool  ,
HiddenInSceneCapture   
)

◆ PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD() [15/33]

FPrimitiveUniformShaderParametersBuilder::PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD ( bool  ,
Holdout   
)

◆ PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD() [16/33]

FPrimitiveUniformShaderParametersBuilder::PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD ( bool  ,
IsFirstPerson   
)

◆ PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD() [17/33]

FPrimitiveUniformShaderParametersBuilder::PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD ( bool  ,
OutputVelocity   
)

◆ PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD() [18/33]

FPrimitiveUniformShaderParametersBuilder::PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD ( bool  ,
RayTracingFarField   
)

◆ PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD() [19/33]

FPrimitiveUniformShaderParametersBuilder::PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD ( bool  ,
RayTracingHasGroupId   
)

◆ PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD() [20/33]

FPrimitiveUniformShaderParametersBuilder::PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD ( bool  ,
ReceivesDecals   
)

◆ PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD() [21/33]

FPrimitiveUniformShaderParametersBuilder::PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD ( bool  ,
ReverseCulling   
)

◆ PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD() [22/33]

FPrimitiveUniformShaderParametersBuilder::PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD ( bool  ,
SkinnedMesh   
)

◆ PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD() [23/33]

FPrimitiveUniformShaderParametersBuilder::PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD ( bool  ,
SplineMesh   
)

◆ PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD() [24/33]

FPrimitiveUniformShaderParametersBuilder::PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD ( bool  ,
UseSingleSampleShadowFromStationaryLights   
)

◆ PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD() [25/33]

FPrimitiveUniformShaderParametersBuilder::PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD ( bool  ,
UseVolumetricLightmap   
)

◆ PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD() [26/33]

FPrimitiveUniformShaderParametersBuilder::PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD ( bool  ,
VisibleInEditor   
)

◆ PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD() [27/33]

FPrimitiveUniformShaderParametersBuilder::PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD ( bool  ,
VisibleInGame   
)

◆ PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD() [28/33]

FPrimitiveUniformShaderParametersBuilder::PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD ( bool  ,
VisibleInLumenScene   
)

◆ PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD() [29/33]

FPrimitiveUniformShaderParametersBuilder::PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD ( bool  ,
VisibleInMainPass   
)

◆ PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD() [30/33]

FPrimitiveUniformShaderParametersBuilder::PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD ( bool  ,
VisibleInRayTracing   
)

◆ PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD() [31/33]

FPrimitiveUniformShaderParametersBuilder::PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD ( bool  ,
VisibleInRealTimeSkyCaptures   
)

◆ PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD() [32/33]

FPrimitiveUniformShaderParametersBuilder::PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD ( bool  ,
VisibleInReflectionCaptures   
)

◆ PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD() [33/33]

FPrimitiveUniformShaderParametersBuilder::PRIMITIVE_UNIFORM_BUILDER_FLAG_METHOD ( bool  ,
VisibleInSceneCaptureOnly   
)

◆ PRIMITIVE_UNIFORM_BUILDER_METHOD() [1/17]

FPrimitiveUniformShaderParametersBuilder::PRIMITIVE_UNIFORM_BUILDER_METHOD ( float  ,
AnimationMinScreenSize   
)

◆ PRIMITIVE_UNIFORM_BUILDER_METHOD() [2/17]

FPrimitiveUniformShaderParametersBuilder::PRIMITIVE_UNIFORM_BUILDER_METHOD ( float  ,
MaterialDisplacementFadeOutSize   
)

◆ PRIMITIVE_UNIFORM_BUILDER_METHOD() [3/17]

FPrimitiveUniformShaderParametersBuilder::PRIMITIVE_UNIFORM_BUILDER_METHOD ( FUintVector2  ,
MeshPaintTextureDescriptor   
)

◆ PRIMITIVE_UNIFORM_BUILDER_METHOD() [4/17]

FPrimitiveUniformShaderParametersBuilder::PRIMITIVE_UNIFORM_BUILDER_METHOD ( int32  ,
PersistentPrimitiveIndex   
)

◆ PRIMITIVE_UNIFORM_BUILDER_METHOD() [5/17]

FPrimitiveUniformShaderParametersBuilder::PRIMITIVE_UNIFORM_BUILDER_METHOD ( int32  ,
SingleCaptureIndex   
)

◆ PRIMITIVE_UNIFORM_BUILDER_METHOD() [6/17]

FPrimitiveUniformShaderParametersBuilder::PRIMITIVE_UNIFORM_BUILDER_METHOD ( uint32  ,
InstancePayloadDataOffset   
)

◆ PRIMITIVE_UNIFORM_BUILDER_METHOD() [7/17]

FPrimitiveUniformShaderParametersBuilder::PRIMITIVE_UNIFORM_BUILDER_METHOD ( uint32  ,
InstancePayloadDataStride   
)

◆ PRIMITIVE_UNIFORM_BUILDER_METHOD() [8/17]

FPrimitiveUniformShaderParametersBuilder::PRIMITIVE_UNIFORM_BUILDER_METHOD ( uint32  ,
InstancePayloadExtensionSize   
)

◆ PRIMITIVE_UNIFORM_BUILDER_METHOD() [9/17]

FPrimitiveUniformShaderParametersBuilder::PRIMITIVE_UNIFORM_BUILDER_METHOD ( uint32  ,
InstanceSceneDataOffset   
)

◆ PRIMITIVE_UNIFORM_BUILDER_METHOD() [10/17]

FPrimitiveUniformShaderParametersBuilder::PRIMITIVE_UNIFORM_BUILDER_METHOD ( uint32  ,
LightmapDataIndex   
)

◆ PRIMITIVE_UNIFORM_BUILDER_METHOD() [11/17]

FPrimitiveUniformShaderParametersBuilder::PRIMITIVE_UNIFORM_BUILDER_METHOD ( uint32  ,
LightmapUVIndex   
)

◆ PRIMITIVE_UNIFORM_BUILDER_METHOD() [12/17]

FPrimitiveUniformShaderParametersBuilder::PRIMITIVE_UNIFORM_BUILDER_METHOD ( uint32  ,
MaterialCacheDescriptor   
)

◆ PRIMITIVE_UNIFORM_BUILDER_METHOD() [13/17]

FPrimitiveUniformShaderParametersBuilder::PRIMITIVE_UNIFORM_BUILDER_METHOD ( uint32  ,
NaniteHierarchyOffset   
)

◆ PRIMITIVE_UNIFORM_BUILDER_METHOD() [14/17]

FPrimitiveUniformShaderParametersBuilder::PRIMITIVE_UNIFORM_BUILDER_METHOD ( uint32  ,
NaniteRayTracingDataOffset   
)

◆ PRIMITIVE_UNIFORM_BUILDER_METHOD() [15/17]

FPrimitiveUniformShaderParametersBuilder::PRIMITIVE_UNIFORM_BUILDER_METHOD ( uint32  ,
NaniteResourceID   
)

◆ PRIMITIVE_UNIFORM_BUILDER_METHOD() [16/17]

FPrimitiveUniformShaderParametersBuilder::PRIMITIVE_UNIFORM_BUILDER_METHOD ( uint32  ,
NumInstanceSceneDataEntries   
)

◆ PRIMITIVE_UNIFORM_BUILDER_METHOD() [17/17]

FPrimitiveUniformShaderParametersBuilder::PRIMITIVE_UNIFORM_BUILDER_METHOD ( uint32  ,
PrimitiveComponentId   
)

◆ WorldBounds()

FPrimitiveUniformShaderParametersBuilder & FPrimitiveUniformShaderParametersBuilder::WorldBounds ( const FBoxSphereBounds InWorldBounds)
inline

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