Navigation
API > API/Runtime > API/Runtime/Engine
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 | |
|---|---|---|---|
| FHitProxyId | BatchHitProxyId | The current hit proxy ID being rendered. | |
| uint32: 1 | bCanApplyViewModeOverrides | Whether view mode overrides can be applied to this mesh eg unlit, wireframe. | |
| uint32: 1 | bDisableBackfaceCulling | ||
| uint32: 1 | bDitheredLODTransition | Whether the mesh batch should apply dithered LOD. | |
| uint32: 1 | bOverlayMaterial | Whether mesh is rendered with overlay material. | |
| uint32: 1 | bRenderToVirtualTexture | Whether the mesh batch can be rendered to virtual textures. | |
| uint32: 1 | bSelectable | Whether the mesh batch can be selected through editor selection, aka hit proxies. | |
| uint32: 1 | bUseAsOccluder | ||
| uint32: 1 | bUseForDepthPass | ||
| uint32: 1 | bUseForLumenSurfaceCacheCapture | Gives the opportunity to select a different VF for the landscape for the lumen surface cache capture | |
| uint32: 1 | bUseForMaterial | ||
| uint32: 1 | bUseForWaterInfoTextureDepth | Whether the mesh batch should be used in the depth-only passes of rendering the water info texture for the water plugin | |
| uint32: 1 | bUseSelectionOutline | Whether the batch should receive the selection outline. | |
| uint32: 1 | bUseWireframeSelectionColoring | Whether to treat the batch as selected in special viewmodes like wireframe. | |
| uint32: 1 | bViewDependentArguments | Whether mesh has a view dependent draw arguments. | |
| uint32: 1 | bWireframe | ||
| uint32: 1 | CastShadow | Pass feature relevance flags. | |
| uint32: 3 | DepthPriorityGroup | E.g. SDPG_World (default), SDPG_Foreground | |
| TArray< FMeshBatchElement, TInlineAllocator< 1 > > | Elements | ||
| const FLightCacheInterface * | LCI | Can be NULL | |
| int8 | LODIndex | LOD index of the mesh, used for fading LOD transitions. | |
| const FMaterialRenderProxy * | MaterialRenderProxy | Material proxy for rendering, required. | |
| uint16 | MeshIdInPrimitive | Mesh Id in a primitive. Used for stable sorting of draws belonging to the same primitive. | |
| uint32: 1 | ReverseCulling | ||
| uint32: RuntimeVirtualTexture::MaterialType_NumBits | RuntimeVirtualTextureMaterialType | What virtual texture material type this mesh batch should be rendered with. | |
| int32 | SegmentIndex | Segment index of the original mesh | |
| 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 | |
| uint32: PT_NumBits | Type | E.g. PT_TriangleList(default), PT_LineList, .. | |
| const FVertexFactory * | VertexFactory | Vertex factory for rendering, required. | |
| int8 | VisualizeHLODIndex | Conceptual HLOD index used for the HLOD Coloration visualization. | |
| int8 | VisualizeLODIndex | Conceptual LOD index used for the LOD Coloration visualization. |
Constructors
| Type | Name | Description | |
|---|---|---|---|
FMeshBatch () |
Default constructor. |
Functions
| Type | Name | Description | |
|---|---|---|---|
| int32 | |||
| bool | |||
| bool | IsDecal
(
ERHIFeatureLevel::Type InFeatureLevel |
Todo: can be optimized with a single function that returns multiple states (Translucent, Decal, Masked) | |
| bool | IsDualBlend
(
ERHIFeatureLevel::Type InFeatureLevel |
||
| bool | IsMasked
(
ERHIFeatureLevel::Type InFeatureLevel |
||
| bool | IsTranslucent
(
ERHIFeatureLevel::Type InFeatureLevel |
||
| void | PreparePrimitiveUniformBuffer
(
const FPrimitiveSceneProxy* PrimitiveSceneProxy, |
||
| bool | UseForHairStrands
(
ERHIFeatureLevel::Type InFeatureLevel |
||
| bool | Validate
(
const FPrimitiveSceneProxy* SceneProxy, |