Navigation
API > API/Runtime > API/Runtime/Renderer
RDG shader parameter struct containing data for FSceneUniformBuffer.
| Name | FSceneUniformParameters |
| Type | class |
| Header File | /Engine/Source/Runtime/Renderer/Public/SceneUniformBuffer.h |
| Include Path | #include "SceneUniformBuffer.h" |
Syntax
class FSceneUniformParameters
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FSceneUniformParameters() |
SceneUniformBuffer.h |
Structs
| Name | Remarks |
|---|---|
| FTypeInfo |
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| MaxSize | size_t | TODO: Decouple parameter struct and actual data, so the data can be allocated dynamically (variable size) This requires some work in buffer binding/parameter macros/RHI, as these all assume the data to be inline. | SceneUniformBuffer.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Data | uint8_t | SceneUniformBuffer.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
const void * GetContents() |
SceneUniformBuffer.h |