#include <RayTracingInstance.h>
◆ FRayTracingInstance() [1/3]
◆ FRayTracingInstance() [2/3]
◆ FRayTracingInstance() [3/3]
◆ ~FRayTracingInstance()
| FRayTracingInstance::~FRayTracingInstance |
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default |
◆ GetMaterials()
◆ GetPrimitiveInstanceIndices()
◆ GetTransforms()
◆ operator=() [1/2]
◆ operator=() [2/2]
◆ OwnsMaterials()
| bool FRayTracingInstance::OwnsMaterials |
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const |
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inline |
◆ OwnsPrimitiveInstanceIndices()
| bool FRayTracingInstance::OwnsPrimitiveInstanceIndices |
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const |
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inline |
◆ OwnsTransforms()
| bool FRayTracingInstance::OwnsTransforms |
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const |
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inline |
◆ bApplyLocalBoundsTransform
| bool FRayTracingInstance::bApplyLocalBoundsTransform = false |
Whether local bounds scale and center translation should be applied to the instance transform.
◆ bInstanceMaskAndFlagsDirty
| bool FRayTracingInstance::bInstanceMaskAndFlagsDirty = true |
Mark InstanceMaskAndFlags dirty to be automatically updated in the renderer module (dirty by default). If caching is used, clean the dirty state by setting it to false so no duplicate update will be performed in the renderer module.
◆ bThinGeometry
| bool FRayTracingInstance::bThinGeometry = false |
Whether the instance is thin geometry (e.g., Hair strands)
◆ Geometry
The underlying geometry of this instance specification.
◆ InstanceLayer
◆ InstanceTransforms
◆ InstanceTransformsView
◆ Materials
Materials for each segment, in the form of mesh batches. We will check whether every segment of the geometry has been assigned a material. Unlike the raster path, mesh batches assigned here are considered transient and will be discarded immediately upon we finished gathering for the current scene proxy.
◆ MaterialsView
◆ NumTransforms
| uint32 FRayTracingInstance::NumTransforms = 0 |
Transforms count. When NumTransforms == 1 we create a single instance. When it's more than one we create multiple identical instances with different transforms. When GPU transforms are used it is a conservative count. NumTransforms should be less or equal to `InstanceTransforms.Num()
◆ PrimitiveInstanceIndices
| TArray<uint32> FRayTracingInstance::PrimitiveInstanceIndices |
◆ PrimitiveInstanceIndicesView
Similar to PrimitiveInstanceIndices, but memory is owned by someone else (i.g. FPrimitiveSceneProxy).
The documentation for this struct was generated from the following file: