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A filter that allows specific primitive components to be filtered from a render pass
| Name | FDisplayClusterMeshProjectionPrimitiveFilter |
| Type | class |
| Header File | /Engine/Plugins/Runtime/nDisplay/Source/DisplayClusterLightCardEditorShaders/Public/DisplayClusterMeshProjectionRenderer.h |
| Include Path | #include "DisplayClusterMeshProjectionRenderer.h" |
Syntax
class FDisplayClusterMeshProjectionPrimitiveFilter
Typedefs
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| FPrimitiveFilter | TBaseDelegate_OneParam< bool, const UPrimitiveComponent * > | DisplayClusterMeshProjectionRenderer.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ShouldApplyProjectionDelegate | FPrimitiveFilter | A delegate that returns true if the primitive component should be rendered using the render pass's projection type | DisplayClusterMeshProjectionRenderer.h | |
| ShouldRenderPrimitiveDelegate | FPrimitiveFilter | A delegate that returns true if the primitive component should be included in the render pass | DisplayClusterMeshProjectionRenderer.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool ShouldApplyProjection
(
const UPrimitiveComponent* InPrimitiveComponent |
Gets whether a primitive component should be rendered using the current projection type or not | DisplayClusterMeshProjectionRenderer.h | |
bool ShouldRenderPrimitive
(
const UPrimitiveComponent* InPrimitiveComponent |
Gets whether a primitive component should be filtered out of the render pass or not | DisplayClusterMeshProjectionRenderer.h |