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API > API/Runtime > API/Runtime/Renderer > API/Runtime/Renderer/InstanceCulling > API/Runtime/Renderer/InstanceCulling/FInstanceCullingContext
References
| Module | Renderer |
| Header | /Engine/Source/Runtime/Renderer/Public/InstanceCulling/InstanceCullingContext.h |
| Include | #include "InstanceCulling/InstanceCullingContext.h" |
| Source | /Engine/Source/Runtime/Renderer/Private/InstanceCulling/InstanceCullingContext.cpp |
static FInstanceCullingDeferredContext &42; CreateDeferredContext
&40;
FRDGBuilder & GraphBuilder,
FGPUScene & GPUScene,
FInstanceCullingManager &42; InstanceCullingManager
&41;
Remarks
Add a batched BuildRenderingCommands pass. Each batch represents a BuildRenderingCommands call from a mesh pass. Batches are collected as we walk through the main render setup and are executed when RDG Execute or Drain is called. This implicitly ends the deferred context, so if Drain is used, it should be paired with a new call to BeginDeferredCulling.