Navigation
API > API/Runtime > API/Runtime/Renderer
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 | ||
| MaterialRenderProxy | const FMaterialRenderProxy * | MeshPassProcessor.h | ||
| PixelShader | TShaderRef< FShader > | MeshPassProcessor.h | ||
| PrimitiveSceneProxyIfNotUsingStateBuckets | const FPrimitiveSceneProxy * | MeshPassProcessor.h | ||
| ResourceName | FName | MeshPassProcessor.h | ||
| SegmentIndex | int32 | MeshPassProcessor.h | ||
| VertexShader | TShaderRef< FShader > | Sorted from larger to smaller to minimize padding | MeshPassProcessor.h |