![]() |
UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
|
#include <RHIGlobals.h>
| uint32 FRHIGlobals::FRayTracing::AccelerationStructureAlignment = 0 |
Required alignment for ray tracing acceleration structures.
| uint32 FRHIGlobals::FRayTracing::ClusterAccelerationStructureAlignment = 0 |
Required alignment for ray tracing cluster-level acceleration structures.
| uint32 FRHIGlobals::FRayTracing::ClusterAccelerationStructureTemplateAlignment = 0 |
Required alignment for ray tracing cluster-level acceleration structure templates.
| uint32 FRHIGlobals::FRayTracing::InstanceDescriptorSize = 0 |
Size of an individual element in the ray tracing instance buffer. This defines the required stride and alignment of structured buffers of instances.
Whether or not the RHI requires a SBT for inline ray tracing in compute shaders to fetch geometry information
Whether or not the RHI supports a seperate hit group buffer when building the acceleration structure
| uint32 FRHIGlobals::FRayTracing::ScratchBufferAlignment = 0 |
Required alignment for ray tracing scratch buffers.
| uint32 FRHIGlobals::FRayTracing::ShaderTableAlignment = 0 |
Required alignment for ray tracing shader binding table buffer.
Whether or not the RHI supports ray tracing on current hardware (acceleration structure building and new ray tracing-specific shader types). SupportsRayTracingShaders and SupportsInlineRayTracing must also be checked before dispatching ray tracing workloads.
Whether or not the RHI supports compacting acceleration structures
Whether or not the RHI supports the AMD Hit Token extension.
Whether or not the RHI supports async building ray tracing acceleration structures.
Whether or not the RHI supports async ray trace dispatch calls.
Whether or not the RHI supports NVIDIA Cluster Operations
Whether or not the RHI supports indirect ray tracing dispatch commands.
Whether or not the RHI supports inlined callbacks
Whether or not the RHI supports inline ray tracing in compute shaders, without a full ray tracing pipeline.
Wether an extra uniform buffer parameter is required when loose parameters are present, or if they are stored directly in the shader record.
Whether or not the RHI supports persistent SBTs
Whether or not the RHI supports adding new shaders to an existing RT PSO.
Whether or not the RHI supports serializing acceleration structures to a file