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Unreal Engine C++ API Reference > Runtime > Engine > FSkeletalMeshSceneProxy
- FPrimitiveSceneProxy::CanBeOccluded()
- FSkeletalMeshSceneProxy::CanBeOccluded()
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Public/SkeletalMeshSceneProxy.h |
Include | #include "SkeletalMeshSceneProxy.h" |
Source | /Engine/Source/Runtime/Engine/Private/SkeletalMesh.cpp |
virtual bool CanBeOccluded&40;&41; const
true if the proxy can be culled when occluded by other primitives