Navigation
API > API/Runtime > API/Runtime/Renderer
Stores information about a mesh draw command which is cached in the scene. This is stored separately from the cached FMeshDrawCommand so that InitViews does not have to load the FMeshDrawCommand into cache.
| Name | FCachedMeshDrawCommandInfo |
| Type | class |
| Header File | /Engine/Source/Runtime/Renderer/Public/MeshPassProcessor.h |
| Include Path | #include "MeshPassProcessor.h" |
Syntax
class FCachedMeshDrawCommandInfo
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| MeshPassProcessor.h | |||
FCachedMeshDrawCommandInfo
(
EMeshPass::Type InMeshPass |
MeshPassProcessor.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| CommandIndex | int32 | Stores the index into FScene::CachedDrawLists of the corresponding FMeshDrawCommand, or -1 if not stored there. | MeshPassProcessor.h | |
| CullingPayload | FMeshDrawCommandCullingPayload | Used for passing LOD info to the culling. | MeshPassProcessor.h | |
| Flags | EFVisibleMeshDrawCommandFlags | MeshPassProcessor.h | ||
| MeshCullMode | ERasterizerCullMode | MeshPassProcessor.h | ||
| MeshFillMode | ERasterizerFillMode | MeshPassProcessor.h | ||
| MeshPass | EMeshPass::Type | Needed for easier debugging and faster removal of cached mesh draw commands. | MeshPassProcessor.h | |
| SortKey | FMeshDrawCommandSortKey | MeshPassProcessor.h | ||
| StateBucketId | int32 | Stores the index into FScene::CachedMeshDrawCommandStateBuckets of the corresponding FMeshDrawCommand, or -1 if not stored there. | MeshPassProcessor.h |