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For a given source actor, this represent the range of instances that represents it once batched in an "Instancing" HLOD component. For a static mesh component, expect InstanceCount to be 1, whereas an instanced static mesh component will have multiple instances.
Name
FComponentInstanceMapping
Type
struct
Header File
/Engine/Source/Runtime/Engine/Public/WorldPartition/HLOD/DestructibleHLODComponent.h
Include Path
#include "WorldPartition/HLOD/DestructibleHLODComponent.h"
Syntax
USTRUCT ()
struct FComponentInstanceMapping
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Constants
Name
Type
Remarks
Include Path
kComponentIndexBits
uint32
WorldPartition/HLOD/DestructibleHLODComponent.h
kComponentIndexMask
uint32
WorldPartition/HLOD/DestructibleHLODComponent.h
kComponentIndexShift
uint32
Derived masks/shifts
WorldPartition/HLOD/DestructibleHLODComponent.h
kItemCountBits
uint32
WorldPartition/HLOD/DestructibleHLODComponent.h
kItemCountMask
uint32
WorldPartition/HLOD/DestructibleHLODComponent.h
Variables
Protected
Name
Type
Remarks
Include Path
Unreal Specifiers
A
uint32
WorldPartition/HLOD/DestructibleHLODComponent.h
B
uint32
WorldPartition/HLOD/DestructibleHLODComponent.h
Functions
Public
Name
Remarks
Include Path
Unreal Specifiers
void Decode
(
uint32& ComponentIndex,
uint32& OutInstanceStart,
uint32& OutInstanceCount
) const
WorldPartition/HLOD/DestructibleHLODComponent.h
Static
Name
Remarks
Include Path
Unreal Specifiers
WorldPartition/HLOD/DestructibleHLODComponent.h