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Flags needed for shadow culling. These are pulled out of the FPrimitiveSceneProxy so we can do rough culling before dereferencing the proxy.
| Name | FPrimitiveFlagsCompact |
| Type | struct |
| Header File | /Engine/Source/Runtime/Renderer/Public/PrimitiveSceneInfo.h |
| Include Path | #include "PrimitiveSceneInfo.h" |
Syntax
struct FPrimitiveFlagsCompact
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FPrimitiveFlagsCompact
(
const FPrimitiveSceneProxy* Proxy |
PrimitiveSceneInfo.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bCastDynamicShadow | uint8 | True if the primitive casts dynamic shadows. | PrimitiveSceneInfo.h | |
| bCastStaticShadow | uint8 | True if the primitive casts static shadows. | PrimitiveSceneInfo.h | |
| bIsAlwaysVisible | uint8 | True if the primitive is always visible. | PrimitiveSceneInfo.h | |
| bIsNaniteMesh | uint8 | True if the primitive is a Nanite mesh. | PrimitiveSceneInfo.h | |
| bStaticLighting | uint8 | True if the primitive will cache static lighting. | PrimitiveSceneInfo.h | |
| bSupportsGPUScene | uint8 | True if the primitive draws only meshes that support GPU-Scene. | PrimitiveSceneInfo.h |