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A batch of mesh elements, all with the same material and vertex buffer
| Name | FMeshBatch |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Public/MeshBatch.h |
| Include Path | #include "MeshBatch.h" |
Syntax
struct FMeshBatch
Derived Classes
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
PRAGMA_DISABLE_DEPRECATION_WARNINGS FMeshBatch () |
Disable deprecation warnings for TessellationDisablingShadowMapMeshSize. | MeshBatch.h | |
FMeshBatch
(
FMeshBatch& |
Need to do these explicitly as clang otherwise produces deprecation warnings for the implicit ctors & operators. | MeshBatch.h | |
FMeshBatch
(
const FMeshBatch& |
MeshBatch.h | ||
FMeshBatch
(
FMeshBatch&& |
MeshBatch.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
~FMeshBatch() |
MeshBatch.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| BatchHitProxyId | FHitProxyId | The current hit proxy ID being rendered. | MeshBatch.h | |
| bCanApplyViewModeOverrides | uint32 | Whether view mode overrides can be applied to this mesh eg unlit, wireframe. | MeshBatch.h | |
| bDisableBackfaceCulling | uint32 | MeshBatch.h | ||
| bDitheredLODTransition | uint32 | Whether the mesh batch should apply dithered LOD. | MeshBatch.h | |
| bOverlayMaterial | uint32 | Whether mesh is rendered with overlay material. | MeshBatch.h | |
| bRenderToVirtualTexture | uint32 | Whether the mesh batch can be rendered to virtual textures. | MeshBatch.h | |
| bSelectable | uint32 | Whether the mesh batch can be selected through editor selection, aka hit proxies. | MeshBatch.h | |
| bUseAsOccluder | uint32 | MeshBatch.h | ||
| bUseForDepthPass | uint32 | MeshBatch.h | ||
| bUseForLumenSurfaceCacheCapture | uint32 | Gives the opportunity to select a different VF for the landscape for the lumen surface cache capture | MeshBatch.h | |
| bUseForMaterial | uint32 | MeshBatch.h | ||
| bUseForWaterInfoTextureDepth | uint32 | Whether the mesh batch should be used in the depth-only passes of rendering the water info texture for the water plugin | MeshBatch.h | |
| bUseSelectionOutline | uint32 | Whether the batch should receive the selection outline. | MeshBatch.h | |
| bUseWireframeSelectionColoring | uint32 | Whether to treat the batch as selected in special viewmodes like wireframe. | MeshBatch.h | |
| bViewDependentArguments | uint32 | Whether mesh has a view dependent draw arguments. | MeshBatch.h | |
| bWireframe | uint32 | MeshBatch.h | ||
| CastShadow | uint32 | Pass feature relevance flags. | MeshBatch.h | |
| DepthPriorityGroup | uint32 | E.g. SDPG_World (default), SDPG_Foreground | MeshBatch.h | |
| DynamicMeshBoundsIndex | int32 | If set, the ID to use during culling when GPU skin cache is available to provide dynamic tight-fit bounds. | MeshBatch.h | |
| Elements | TArray< FMeshBatchElement, TInlineAllocator< 1 > > | MeshBatch.h | ||
| LCI | const FLightCacheInterface * | Can be NULL | MeshBatch.h | |
| LODIndex | int8 | LOD index of the mesh, used for fading LOD transitions. | MeshBatch.h | |
| MaterialRenderProxy | const FMaterialRenderProxy * | Material proxy for rendering, required. | MeshBatch.h | |
| MeshIdInPrimitive | uint16 | Mesh Id in a primitive. Used for stable sorting of draws belonging to the same primitive. | MeshBatch.h | |
| ReverseCulling | uint32 | MeshBatch.h | ||
| RuntimeVirtualTextureMaterialType | uint32 | What virtual texture material type this mesh batch should be rendered with. | MeshBatch.h | |
| SegmentIndex | int32 | Segment index of the original mesh | MeshBatch.h | |
| TessellationDisablingShadowMapMeshSize | float | This is the threshold that will be used to know if we should use this mesh batch or use one with no tessellation enabled | MeshBatch.h | |
| Type | uint32 | E.g. PT_TriangleList(default), PT_LineList, .. | MeshBatch.h | |
| VertexFactory | const FVertexFactory * | Vertex factory for rendering, required. | MeshBatch.h | |
| VisualizeHLODIndex | int8 | Conceptual HLOD index used for the HLOD Coloration visualization. | MeshBatch.h | |
| VisualizeLODIndex | int8 | Conceptual LOD index used for the LOD Coloration visualization. | MeshBatch.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
int32 GetNumPrimitives() |
MeshBatch.h | ||
bool HasAnyDrawCalls() |
MeshBatch.h | ||
bool IsDecal
(
ERHIFeatureLevel::Type InFeatureLevel |
Todo: can be optimized with a single function that returns multiple states (Translucent, Decal, Masked) | MeshBatch.h | |
bool IsDualBlend
(
ERHIFeatureLevel::Type InFeatureLevel |
MeshBatch.h | ||
bool IsMasked
(
ERHIFeatureLevel::Type InFeatureLevel |
MeshBatch.h | ||
bool IsTranslucent
(
ERHIFeatureLevel::Type InFeatureLevel |
MeshBatch.h | ||
void PreparePrimitiveUniformBuffer
(
const FPrimitiveSceneProxy* PrimitiveSceneProxy, |
MeshBatch.h | ||
bool UseForHairStrands
(
ERHIFeatureLevel::Type InFeatureLevel |
MeshBatch.h | ||
bool Validate
(
const FPrimitiveSceneProxy* SceneProxy, |
MeshBatch.h |
Operators
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FMeshBatch & operator=
(
const FMeshBatch& |
MeshBatch.h | ||
FMeshBatch & operator=
(
FMeshBatch&& |
MeshBatch.h |