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Unreal Engine C++ API Reference > Runtime > Engine
Inheritance Hierarchy
- FMeshBatch
- FStaticMeshBatch
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Public/MeshBatch.h |
Include | #include "MeshBatch.h" |
Syntax
struct FMeshBatch
Remarks
A batch of mesh elements, all with the same material and vertex buffer
Variables
Type | Name | Description | |
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FHitProxyId | BatchHitProxyId | The current hit proxy ID being rendered. |
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uint32: 1 | bCanApplyViewModeOverrides | Whether view mode overrides can be applied to this mesh eg unlit, wireframe. |
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uint32: 1 | bDisableBackfaceCulling | |
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uint32: 1 | bDitheredLODTransition | Whether the mesh batch should apply dithered LOD. |
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uint32: 1 | bOverlayMaterial | Whether mesh is rendered with overlay material. |
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uint32: 1 | bRenderToVirtualTexture | Whether the mesh batch can be rendered to virtual textures. |
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uint32: 1 | bSelectable | Whether the mesh batch can be selected through editor selection, aka hit proxies. |
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uint32: 1 | bUseAsOccluder | |
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uint32: 1 | bUseForDepthPass | |
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uint32: 1 | bUseForMaterial | |
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uint32: 1 | bUseSelectionOutline | Whether the batch should receive the selection outline. |
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uint32: 1 | bUseWireframeSelectionColoring | Whether to treat the batch as selected in special viewmodes like wireframe. |
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uint32: 1 | bViewDependentArguments | Whether mesh has a view dependent draw arguments. |
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uint32: 1 | bWireframe | |
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uint32: 1 | CastShadow | Pass feature relevance flags. |
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uint32: 3 | DepthPriorityGroup | E.g. SDPG_World (default), SDPG_Foreground |
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TArray< FMeshBatchElement, TInlineAllocator< 1 > > | Elements | |
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const FLightCacheInterface * | LCI | Can be NULL |
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int8 | LODIndex | LOD index of the mesh, used for fading LOD transitions. |
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const FMaterialRenderProxy * | MaterialRenderProxy | Material proxy for rendering, required. |
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uint16 | MeshIdInPrimitive | Mesh Id in a primitive. Used for stable sorting of draws belonging to the same primitive. |
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uint32: 1 | ReverseCulling | |
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uint32: RuntimeVirtualTexture::MaterialType_NumBits | RuntimeVirtualTextureMaterialType | What virtual texture material type this mesh batch should be rendered with. |
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uint8 | SegmentIndex | |
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float | TessellationDisablingShadowMapMeshSize | This is the threshold that will be used to know if we should use this mesh batch or use one with no tessellation enabled |
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uint32: PT_NumBits | Type | E.g. PT_TriangleList(default), PT_LineList, .. |
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const FVertexFactory * | VertexFactory | Vertex factory for rendering, required. |
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int8 | VisualizeHLODIndex | Conceptual HLOD index used for the HLOD Coloration visualization. |
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int8 | VisualizeLODIndex | Conceptual LOD index used for the LOD Coloration visualization. |
Constructors
Type | Name | Description | |
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FMeshBatch () |
Default constructor. |
Functions
Type | Name | Description | |
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int32 | ||
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bool | ||
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bool | IsDecal
(
ERHIFeatureLevel::Type InFeatureLevel |
Todo: can be optimized with a single function that returns multiple states (Translucent, Decal, Masked) |
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bool | IsDualBlend
(
ERHIFeatureLevel::Type InFeatureLevel |
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bool | IsMasked
(
ERHIFeatureLevel::Type InFeatureLevel |
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bool | IsTranslucent
(
ERHIFeatureLevel::Type InFeatureLevel |
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void | PreparePrimitiveUniformBuffer
(
const FPrimitiveSceneProxy* PrimitiveSceneProxy, |
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bool | UseForHairStrands
(
ERHIFeatureLevel::Type InFeatureLevel |
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bool | Validate
(
const FPrimitiveSceneProxy* SceneProxy, |