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Debug only data for being able to backtrack the origin of given FMeshDrawCommand.
| Name | FMeshDrawCommandDebugData |
| Type | struct |
| Header File | /Engine/Source/Runtime/Renderer/Public/MeshPassProcessor.h |
| Include Path | #include "MeshPassProcessor.h" |
Syntax
struct FMeshDrawCommandDebugData
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| LODIndex | int8 | MeshPassProcessor.h | ||
| Material | const FMaterial * | MeshPassProcessor.h | ||
| MaterialRenderProxyIfNotUsingStateBuckets | const FMaterialRenderProxy * | MeshPassProcessor.h | ||
| MaterialRenderProxyName | FString | This could in theory be inaccurate when bucketing is active, but it should be correct the vast majority of the time (even if the Proxy ptr changes), so it's good enough for draw events. | MeshPassProcessor.h | |
| PixelShader | TShaderRef< FShader > | MeshPassProcessor.h | ||
| PrimitiveSceneProxyIfNotUsingStateBuckets | const FPrimitiveSceneProxy * | Warning: the following members may not be valid if state buckets are being used (ie if GPUScene is enabled); they can point to invalid or even deleted resources This is because multiple proxies can share the same MDC. | MeshPassProcessor.h | |
| ResourceName | FName | MeshPassProcessor.h | ||
| SegmentIndex | int32 | MeshPassProcessor.h | ||
| VertexShader | TShaderRef< FShader > | Sorted from larger to smaller to minimize padding | MeshPassProcessor.h |