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A batch mesh element definition.
| Name | FMeshBatchElement |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Public/MeshBatch.h |
| Include Path | #include "MeshBatch.h" |
Syntax
struct FMeshBatchElement
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FMeshBatchElement() |
MeshBatch.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| BaseVertexIndex | uint32 | MeshBatch.h | ||
| bFetchInstanceCountFromScene | uint32 | MeshBatch.h | ||
| bForceInstanceCulling | uint32 | MeshBatch.h | ||
| bIsInstanceRuns | uint32 | MeshBatch.h | ||
| bIsSplineProxy | uint32 | MeshBatch.h | ||
| bPreserveInstanceOrder | uint32 | MeshBatch.h | ||
| bUserDataIsColorVertexBuffer | uint32 | MeshBatch.h | ||
| DynamicIndexBuffer | FMeshBatchElementDynamicIndexBuffer | Store dynamic index buffer This is used for objects whose triangles are dynamically sorted for a particular view (i.e., per-object order-independent-transparency) | MeshBatch.h | |
| DynamicPrimitiveData | const FMeshBatchDynamicPrimitiveData * | Source instance scene data and payload data for dynamic primitives. | MeshBatch.h | |
| DynamicPrimitiveIndex | uint32 | MeshBatch.h | ||
| DynamicPrimitiveInstanceSceneDataOffset | uint32 | MeshBatch.h | ||
| FirstIndex | uint32 | MeshBatch.h | ||
| FMeshBatchElement | union FMeshBatchElement | MeshBatch.h | ||
| IndexBuffer | const FIndexBuffer * | The index buffer to draw the mesh batch with. | MeshBatch.h | |
| IndirectArgsBuffer | FRHIBuffer * | MeshBatch.h | ||
| IndirectArgsOffset | uint32 | MeshBatch.h | ||
| InstancedLODIndex | uint32 | MeshBatch.h | ||
| InstancedLODRange | uint32 | MeshBatch.h | ||
| InstanceRuns | uint32 * | If !bIsSplineProxy, Instance runs, where number of runs is specified by NumInstances. | MeshBatch.h | |
| LooseParametersUniformBuffer | FUniformBufferRHIRef | Uniform buffer containing the "loose" parameters that aren't wrapped in other uniform buffers. | MeshBatch.h | |
| MaxScreenSize | float | MeshBatch.h | ||
| MaxVertexIndex | uint32 | MeshBatch.h | ||
| MinScreenSize | float | MeshBatch.h | ||
| MinVertexIndex | uint32 | MeshBatch.h | ||
| NumInstances | uint32 | Number of instances to draw. | MeshBatch.h | |
| NumPrimitives | uint32 | When 0, IndirectArgsBuffer will be used. | MeshBatch.h | |
| PrimitiveIdMode | EPrimitiveIdMode | Assigned by renderer | MeshBatch.h | |
| PrimitiveUniformBuffer | FRHIUniformBuffer * | Primitive uniform buffer RHI Must be null for vertex factories that manually fetch primitive data from scene data, in which case FPrimitiveSceneProxy::UniformBuffer will be used. | MeshBatch.h | |
| PrimitiveUniformBufferResource | const TUniformBuffer< FPrimitiveUniformShaderParameters > * | Primitive uniform buffer to use for rendering, used when PrimitiveUniformBuffer is null. | MeshBatch.h | |
| SkinCacheDebugColor | FColor | Skin Cache debug visualization color. | MeshBatch.h | |
| SplineMeshSceneProxy | const FSplineMeshSceneProxy * | If bIsSplineProxy, a pointer back to the proxy | MeshBatch.h | |
| UserData | const void * | MeshBatch.h | ||
| UserIndex | int32 | MeshBatch.h | ||
| VertexFactoryUserData | void * | Meaning depends on the vertex factory, e.g. FGPUSkinPassthroughVertexFactory: element index in FGPUSkinCache::CachedElements. | MeshBatch.h | |
| VisualizeElementIndex | int32 | Conceptual element index used for debug viewmodes. | MeshBatch.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
int32 GetNumPrimitives() |
MeshBatch.h |