FGeometryCacheSceneProxy::GetDynamicMeshElements

Gathers the primitive's dynamic mesh elements.

Windows
MacOS
Linux

Override Hierarchy

FPrimitiveSceneProxy::GetDynamicMeshElements()

FGeometryCacheSceneProxy::GetDynamicMeshElements()

References

Module

GeometryCache

Header

/Engine/Plugins/Experimental/GeometryCache/Source/GeometryCache/Public/GeometryCacheSceneProxy.h

Include

#include "GeometryCacheSceneProxy.h"

Source

/Engine/Plugins/Experimental/GeometryCache/Source/GeometryCache/Private/GeometryCacheSceneProxy.cpp

Syntax

virtual void GetDynamicMeshElements
(
    const TArray< const FSceneView * > & Views,
    const FSceneViewFamily & ViewFamily,
    uint32 VisibilityMap,
    FMeshElementCollector & Collector
) const

Remarks

Gathers the primitive's dynamic mesh elements. This will only be called if GetViewRelevance declares dynamic relevance. This is called from the rendering thread for each set of views that might be rendered. Game thread state like UObjects must have their properties mirrored on the proxy to avoid race conditions. The rendering thread must not dereference UObjects. The gathered mesh elements will be used multiple times, any memory referenced must last as long as the Collector (eg no stack memory should be referenced). This function should not modify the proxy but simply collect a description of things to render. Updates to the proxy need to be pushed from game thread or external events.

Parameters

Parameter

Description

Views

the array of views to consider. These may not exist in the ViewFamily.

ViewFamily

the view family, for convenience

VisibilityMap

a bit representing this proxy's visibility in the Views array

Collector

gathers the mesh elements to be rendered and provides mechanisms for temporary allocations

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