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Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AddDrawDynamicMeshPass
(
FRDGBuilder& GraphBuilder, |
|||
void AddDrawDynamicMeshPass
(
FRDGBuilder& GraphBuilder, |
AddDrawDynamicMeshPass(FRDGBuilder &, FRDGEventName &&, const ParameterStructType *, const FSceneView &, FIntRect, const LambdaType &, bool, bool)
| Name | AddDrawDynamicMeshPass |
| Type | function |
| Header File | /Engine/Source/Runtime/Renderer/Public/MeshPassProcessor.inl |
| Include Path | #include "MeshPassProcessor.inl" |
template<typename ParameterStructType, typename LambdaType>
void AddDrawDynamicMeshPass
(
FRDGBuilder & GraphBuilder,
FRDGEventName && EventName,
const ParameterStructType * PassParameters,
const FSceneView & View,
FIntRect ViewportRect,
const LambdaType & BuildPassProcessorLambda,
bool bForceStereoInstancingOff,
bool bForceParallelSetupOff
)
AddDrawDynamicMeshPass(FRDGBuilder &, FRDGEventName &&, const ParameterStructType *, const FSceneView &, FIntRect, FIntRect, const LambdaType &, bool, bool)
| Name | AddDrawDynamicMeshPass |
| Type | function |
| Header File | /Engine/Source/Runtime/Renderer/Public/MeshPassProcessor.inl |
| Include Path | #include "MeshPassProcessor.inl" |
template<typename ParameterStructType, typename LambdaType>
void AddDrawDynamicMeshPass
(
FRDGBuilder & GraphBuilder,
FRDGEventName && EventName,
const ParameterStructType * PassParameters,
const FSceneView & View,
FIntRect ViewportRect,
FIntRect ScissorRect,
const LambdaType & BuildPassProcessorLambda,
bool bForceStereoInstancingOff,
bool bForceParallelSetupOff
)