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