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Container for primtive ID info that needs to be passed around, in the future will likely be condensed to just the instance ID.
| Name | FMeshDrawCommandPrimitiveIdInfo |
| Type | struct |
| Header File | /Engine/Source/Runtime/Renderer/Public/MeshPassProcessor.h |
| Include Path | #include "MeshPassProcessor.h" |
Syntax
struct FMeshDrawCommandPrimitiveIdInfo
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| MeshPassProcessor.h | |||
FMeshDrawCommandPrimitiveIdInfo
(
int32 InScenePrimitiveId, |
Use this ctor for scene primitves. | MeshPassProcessor.h | |
FMeshDrawCommandPrimitiveIdInfo
(
int32 InDrawPrimitiveId, |
Use this ctor when for dynamic primitives like editor widgets. | MeshPassProcessor.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bIsDynamicPrimitive | uint32 | Set to true if the primitive ID and instance data offset is a dynamic ID, which means it needs to be translated before use. | MeshPassProcessor.h | |
| DrawPrimitiveId | int32 | Draw PrimitiveId this draw command is associated with - used by the shader to fetch primitive data from the PrimitiveSceneData SRV. | MeshPassProcessor.h | |
| InstanceSceneDataOffset | int32 | Offset to the first instance belonging to the primitive in GPU scene. | MeshPassProcessor.h | |
| ScenePrimitiveId | int32 | Scene PrimitiveId that generated this draw command, or -1 if no FPrimitiveSceneInfo. Can be used to backtrack to the FPrimitiveSceneInfo. | MeshPassProcessor.h |