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Unreal Engine C++ API Reference > Runtime > Engine > FPrimitiveSceneProxy
- FPrimitiveSceneProxy::CanBeOccluded()
- FWaterMeshSceneProxy::CanBeOccluded()
- FSkeletalMeshSceneProxy::CanBeOccluded()
- FNiagaraSceneProxy::CanBeOccluded()
- FStaticMeshSceneProxy::CanBeOccluded()
- FSceneProxyBase::CanBeOccluded()
- FGeometryCacheSceneProxy::CanBeOccluded()
- FLandscapeComponentSceneProxy::CanBeOccluded()
- FParticleSystemSceneProxy::CanBeOccluded()
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Public/PrimitiveSceneProxy.h |
Include | #include "PrimitiveSceneProxy.h" |
virtual bool CanBeOccluded&40;&41; const
true if the proxy can be culled when occluded by other primitives