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FStaticMeshBatch data which is InitViews specific. Stored separately for cache efficiency.
| Name | FStaticMeshBatchRelevance |
| Type | class |
| Header File | /Engine/Source/Runtime/Renderer/Public/StaticMeshBatch.h |
| Include Path | #include "StaticMeshBatch.h" |
Syntax
class FStaticMeshBatchRelevance
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FStaticMeshBatchRelevance
(
const FStaticMeshBatch& StaticMesh, |
StaticMeshBatch.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bDitheredLODTransition | uint8 | Whether the mesh batch should apply dithered LOD. | StaticMeshBatch.h | |
| bOverlayMaterial | uint8 | StaticMeshBatch.h | ||
| bRenderToVirtualTexture | uint8 | Whether the mesh batch can be used for rendering to a virtual texture. | StaticMeshBatch.h | |
| bSelectable | uint8 | Whether the mesh batch can be selected through editor selection, aka hit proxies. | StaticMeshBatch.h | |
| bSupportsCachingMeshDrawCommands | uint8 | Cached from vertex factory to avoid dereferencing VF in InitViews. | StaticMeshBatch.h | |
| bSupportsGPUScene | uint8 | Cached from vertex factory to avoid dereferencing VF in shadow depth rendering. | StaticMeshBatch.h | |
| bSupportsNaniteRendering | uint8 | Cached from vertex factory to avoid dereferencing VF in InitViews. | StaticMeshBatch.h | |
| bUseAnisotropy | uint8 | StaticMeshBatch.h | ||
| bUseAsOccluder | uint8 | StaticMeshBatch.h | ||
| bUseForDepthPass | uint8 | StaticMeshBatch.h | ||
| bUseForLumenSceneCapture | uint8 | Cached from lumen scene card capture | StaticMeshBatch.h | |
| bUseForMaterial | uint8 | StaticMeshBatch.h | ||
| bUseForWaterInfoTextureDepth | uint8 | Whether the mesh batch should be used in the depth-only passes of rendering the water info texture for the water plugin | StaticMeshBatch.h | |
| bUseHairStrands | uint8 | StaticMeshBatch.h | ||
| bUseSingleLayerWaterMaterial | uint8 | StaticMeshBatch.h | ||
| bUseSkyMaterial | uint8 | StaticMeshBatch.h | ||
| CastShadow | uint8 | StaticMeshBatch.h | ||
| CommandInfosBase | uint16 | Every bit corresponds to one MeshPass. | StaticMeshBatch.h | |
| CommandInfosMask | FMeshPassMask | Starting offset into continuous array of command infos for this mesh in FPrimitiveSceneInfo::CachedMeshDrawCommandInfos. | StaticMeshBatch.h | |
| DecalRenderTargetModeMask | uint8 | What decal render target modes this mesh batch should be rendered to | StaticMeshBatch.h | |
| Id | int32 | The index of the mesh in the scene's static meshes array. | StaticMeshBatch.h | |
| LODIndex | int8 | LOD index of the mesh, used for fading LOD transitions. | StaticMeshBatch.h | |
| NumElements | uint16 | Number of elements in this mesh. | StaticMeshBatch.h | |
| RuntimeVirtualTextureMaterialType | uint8 | What virtual texture material type this mesh batch should be rendered with. | StaticMeshBatch.h | |
| ScreenSize | float | The screen space size to draw this primitive at | StaticMeshBatch.h |
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bInvalidLODIndex | uint8 | Original LOD index is negative | StaticMeshBatch.h | |
| UnsignedLODIndex | uint8 | LOD index of the mesh, used for fading LOD transitions - unsigned and clamped for packing. | StaticMeshBatch.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
int8 GetLODIndex() |
StaticMeshBatch.h | ||
int32 GetStaticMeshCommandInfoIndex
(
EMeshPass::Type MeshPass |
Computes index of cached mesh draw command in FPrimitiveSceneInfo::CachedMeshDrawCommandInfos, for a given mesh pass. | StaticMeshBatch.h |