FStaticMeshGpuSpawnBuffer

Used to stored GPU data needed for an interface/mesh tuple (e.g. uniform sampling of sections according to mesh surface area).

Windows
MacOS
Linux

Inheritance Hierarchy

FRenderResource

FStaticMeshGpuSpawnBuffer

References

Module

Niagara

Header

/Engine/Plugins/FX/Niagara/Source/Niagara/Classes/NiagaraDataInterfaceStaticMesh.h

Include

#include "NiagaraDataInterfaceStaticMesh.h"

Syntax

class FStaticMeshGpuSpawnBuffer : public FRenderResource

Remarks

Used to stored GPU data needed for an interface/mesh tuple (e.g. uniform sampling of sections according to mesh surface area).

Variables

Name Description

Protected variable

FVertexBufferRH...

 

BufferSectionRHI

Protected variable

FShaderResource...

 

BufferSectionSRV

Protected variable

FShaderResource...

 

BufferUniformTriangleSamplingSRV

Protected variable

FShaderResource...

 

MeshColorBufferSRV

Protected variable

FShaderResource...

 

MeshIndexBufferSrv

Cached SRV to gpu buffers of the mesh we spawn from.

Protected variable

FShaderResource...

 

MeshTangentBufferSrv

Protected variable

FShaderResource...

 

MeshTexCoordBufferSrv

Protected variable

FShaderResource...

 

MeshVertexBufferSrv

Protected variable

uint32

 

NumTexCoord

Protected variable

const FStaticMe...

 

SectionRenderData

Cached pointer to Section render data used for initialization only. This doesn't need to be ref counted since it doesn't reference CPU data.

Protected variable

TArray< Section...

 

ValidSections

Destructors

Name Description

Public function Virtual

~FStaticMeshGpuSpawnBuffer()

Functions

Overridden from FRenderResource

Name Description

Public function Virtual Const

FString

 

GetFriendlyName()

Public function Virtual

void

 

InitRHI()

Initializes the RHI resources used by this resource.

Public function Virtual

void

 

ReleaseRHI()

Releases the RHI resources used by this resource.

Classes

Name

Description

Protected struct

SectionInfo

We could separate probabilities from the triangle information when UE supports R32G32 buffer. For pack it all in a uint RGBA32 format.

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