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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/FInstanceSceneShaderData
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void Build
(
uint32 PrimitiveId, |
InstanceUniformShaderParameters.h | ||
void Build
(
uint32 PrimitiveId, |
InstanceUniformShaderParameters.h |
Build(uint32, uint32, uint32, uint32, uint32, float, bool)
| Name | Build |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/InstanceUniformShaderParameters.h |
| Include Path | #include "InstanceUniformShaderParameters.h" |
| Source | /Engine/Source/Runtime/Engine/Private/InstanceUniformShaderParameters.cpp |
void Build
(
uint32 PrimitiveId,
uint32 RelativeId,
uint32 InstanceFlags,
uint32 LastUpdateFrame,
uint32 CustomDataCount,
float RandomID,
bool bIsVisible
)
Build(uint32, uint32, uint32, uint32, uint32, float, const FRenderTransform &, const FRenderTransform &, bool)
| Name | Build |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/InstanceUniformShaderParameters.h |
| Include Path | #include "InstanceUniformShaderParameters.h" |
| Source | /Engine/Source/Runtime/Engine/Private/InstanceUniformShaderParameters.cpp |
void Build
(
uint32 PrimitiveId,
uint32 RelativeId,
uint32 InstanceFlags,
uint32 LastUpdateFrame,
uint32 CustomDataCount,
float RandomID,
const FRenderTransform & LocalToPrimitive,
const FRenderTransform & PrimitiveToWorld,
bool bIsVisible
)