 |
uint32: 1 |
bDistortionRelevance |
|
 |
uint32: 1 |
bDrawRelevance |
The primitive is drawn. |
 |
uint32: 1 |
bDynamicRelevance |
The primitive's dynamic elements are rendered for the view. |
 |
uint32: 1 |
bEditorNoDepthTestPrimitiveRelevance |
The primitive is drawn only in the editor and composited onto the scene after post processing using no depth testing |
 |
uint32: 1 |
bEditorPrimitiveRelevance |
The primitive is drawn only in the editor and composited onto the scene after post processing |
 |
uint32: 1 |
bEditorStaticSelectionRelevance |
The primitive's static elements are selected and rendered again in the selection outline pass |
 |
uint32: 1 |
bEditorVisualizeLevelInstanceRelevance |
The primitive's elements belong to a LevelInstance which is being edited and rendered again in the visualize LevelInstance pass |
 |
uint32: 1 |
bHairStrandsRelevance |
|
 |
uint32: 1 |
bHasSimpleLights |
The primitive should have GatherSimpleLights called on the proxy when gathering simple lights. |
 |
uint32: 1 |
bInitializedThisFrame |
Whether this primitive view relevance has been initialized this frame. |
 |
uint32: 1 |
bMaskedRelevance |
|
 |
uint32: 1 |
bNormalTranslucencyRelevance |
|
 |
uint32: 1 |
bOpaqueRelevance |
|
 |
uint32: 1 |
bRenderCustomDepth |
The primitive should render to the custom depth pass. |
 |
uint32: 1 |
bRenderInDepthPass |
The primitive should render to the depth prepass even if it's not rendered in the main pass. |
 |
uint32: 1 |
bRenderInMainPass |
The primitive should render to the base pass / normal depth / velocity rendering. |
 |
uint32: 1 |
bRenderInSecondStageDepthPass |
Whether the primitive should be rendered in the second stage depth only pass. |
 |
uint32: 1 |
bSeparateTranslucencyRelevance |
|
 |
uint32: 1 |
bShadowRelevance |
The primitive is casting a shadow. |
 |
uint32: 1 |
bStaticRelevance |
Warning: This class is memzeroed externally as 0 is assumed a valid value for all members meaning 'not relevant'. |
 |
uint32: 1 |
bTranslucentSelfShadow |
Whether the primitive has materials that use volumetric translucent self shadow. |
 |
uint32: 1 |
bTranslucentVelocityRelevance |
|
 |
uint32: 1 |
bUsesLightingChannels |
Whether the primitive uses non-default lighting channels. |
 |
uint32: 1 |
bVelocityRelevance |
The primitive should render velocity. |
 |
uint16 |
ShadingModelMaskRelevance |
Deprecate common attributes with FMaterialRelevance that have different names |