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

Public Member Functions

SC_FORCEINLINE bool IsCurrentChunkEmpty () const
 
SC_FORCEINLINE void EmitCurrentChunkIfFull ()
 
SC_FORCEINLINE void EmitCurrentChunk ()
 
SC_FORCEINLINE void AddCompressedChunk (FSceneCullingBuilder &Builder, uint32 StartInstanceId)
 
SC_FORCEINLINE void Add (FSceneCullingBuilder &Builder, uint32 InstanceId)
 
SC_FORCEINLINE void AddRange (FSceneCullingBuilder &Builder, int32 InInstanceIdOffset, int32 InInstanceIdCount)
 
SC_FORCEINLINE void AddExistingChunk (FSceneCullingBuilder &Builder, uint32 PackedChunkDesc)
 
SC_FORCEINLINE void OutputChunkIds (FSceneCullingBuilder &Builder, uint32 ItemChunksOffset)
 
SC_FORCEINLINE bool IsEmpty () const
 
SC_FORCEINLINE int32 FinalizeChunks (FSceneCullingBuilder &Builder, int32 StartChunkOffset, int32 EndChunkOffset, int32 &NumToRemove)
 

Public Attributes

int32 CurrentChunkCount = MaxChunkSize
 
int32 CurrentChunkId = INDEX_NONE
 
TArray< uint32, TInlineAllocator< 32, SceneRenderingAllocator > > PackedChunkIds
 

Member Function Documentation

◆ Add()

SC_FORCEINLINE void FSceneCullingBuilder::FChunkBuilder::Add ( FSceneCullingBuilder Builder,
uint32  InstanceId 
)
inline

◆ AddCompressedChunk()

SC_FORCEINLINE void FSceneCullingBuilder::FChunkBuilder::AddCompressedChunk ( FSceneCullingBuilder Builder,
uint32  StartInstanceId 
)
inline

◆ AddExistingChunk()

SC_FORCEINLINE void FSceneCullingBuilder::FChunkBuilder::AddExistingChunk ( FSceneCullingBuilder Builder,
uint32  PackedChunkDesc 
)
inline

◆ AddRange()

SC_FORCEINLINE void FSceneCullingBuilder::FChunkBuilder::AddRange ( FSceneCullingBuilder Builder,
int32  InInstanceIdOffset,
int32  InInstanceIdCount 
)
inline

◆ EmitCurrentChunk()

SC_FORCEINLINE void FSceneCullingBuilder::FChunkBuilder::EmitCurrentChunk ( )
inline

◆ EmitCurrentChunkIfFull()

SC_FORCEINLINE void FSceneCullingBuilder::FChunkBuilder::EmitCurrentChunkIfFull ( )
inline

◆ FinalizeChunks()

SC_FORCEINLINE int32 FSceneCullingBuilder::FChunkBuilder::FinalizeChunks ( FSceneCullingBuilder Builder,
int32  StartChunkOffset,
int32  EndChunkOffset,
int32 NumToRemove 
)
inline

◆ IsCurrentChunkEmpty()

SC_FORCEINLINE bool FSceneCullingBuilder::FChunkBuilder::IsCurrentChunkEmpty ( ) const
inline

◆ IsEmpty()

SC_FORCEINLINE bool FSceneCullingBuilder::FChunkBuilder::IsEmpty ( ) const
inline

◆ OutputChunkIds()

SC_FORCEINLINE void FSceneCullingBuilder::FChunkBuilder::OutputChunkIds ( FSceneCullingBuilder Builder,
uint32  ItemChunksOffset 
)
inline

Member Data Documentation

◆ CurrentChunkCount

int32 FSceneCullingBuilder::FChunkBuilder::CurrentChunkCount = MaxChunkSize

◆ CurrentChunkId

int32 FSceneCullingBuilder::FChunkBuilder::CurrentChunkId = INDEX_NONE

◆ PackedChunkIds

TArray<uint32, TInlineAllocator<32, SceneRenderingAllocator> > FSceneCullingBuilder::FChunkBuilder::PackedChunkIds

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