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A reference to a mesh batch that is added to the collector, together with some cached relevance flags.
| Name | FMeshBatchAndRelevance |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Public/SceneManagement.h |
| Include Path | #include "SceneManagement.h" |
Syntax
struct FMeshBatchAndRelevance
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FMeshBatchAndRelevance
(
const FMeshBatch& InMesh, |
SceneManagement.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Mesh | const FMeshBatch * | SceneManagement.h | ||
| PrimitiveSceneProxy | const FPrimitiveSceneProxy * | The render info for the primitive which created this mesh, required. | SceneManagement.h |
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bHasMaskedMaterial | uint32 | SceneManagement.h | ||
| bHasOpaqueMaterial | uint32 | Cached usage information to speed up traversal in the most costly passes (depth-only, base pass, shadow depth), This is done so the Mesh does not have to be dereferenced to determine pass relevance. | SceneManagement.h | |
| bRenderInMainPass | uint32 | SceneManagement.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool GetHasMaskedMaterial() |
SceneManagement.h | ||
bool GetHasOpaqueMaterial() |
SceneManagement.h | ||
bool GetHasOpaqueOrMaskedMaterial() |
SceneManagement.h | ||
bool GetRenderInMainPass() |
SceneManagement.h |