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API > API/Runtime > API/Runtime/Renderer > API/Runtime/Renderer/FPassProcessorManager
References
| Module | Renderer |
| Header | /Engine/Source/Runtime/Renderer/Public/MeshPassProcessor.h |
| Include | #include "MeshPassProcessor.h" |
| Source | /Engine/Source/Runtime/Renderer/Private/MeshPassProcessor.cpp |
static void SetPassFlags
&40;
EShadingPath ShadingPath,
EMeshPass::Type PassType,
EMeshPassFlags NewFlags
&41;
Remarks
Only call on the game thread. Heavy weight. Flush rendering commands and recreate all component render states.