Module |
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Header |
/Engine/Source/Runtime/Engine/Classes/Components/InstancedStaticMeshComponent.h |
Include |
#include "Components/InstancedStaticMeshComponent.h" |
class UInstancedStaticMeshComponent : public UStaticMeshComponent
A component that efficiently renders multiple instances of the same StaticMesh.
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CachedMappings |
The mappings for all the instances of this component. |
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friend |
FInstancedLightMap2D |
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friend |
FInstancedShadowMap2D |
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friend |
FStaticLightingTextureMapping_InstancedStaticMesh |
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InstanceBodies |
Physics representation of the instance bodies. |
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TUniquePtr< FSt... |
InstanceDataBuffers |
Buffers with per-instance data laid out for rendering. |
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InstanceEndCullDistance |
Distance from camera at which each instance completely fades out. |
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InstanceReorderTable |
Mapping from PerInstanceSMData order to instance render buffer order. |
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InstanceStartCullDistance |
Distance from camera at which each instance begins to fade out. |
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InstanceUpdateCmdBuffer |
Recorded modifications to per-instance data |
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InstancingRandomSeed |
Value used to seed the random number stream that generates random numbers for each of this mesh's instances. |
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NumCustomDataFloats |
Defines the number of floats that will be available per instance for custom data |
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NumPendingLightmaps |
Number of pending lightmaps still to be calculated (Apply()'d). |
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TSharedPtr< FPe... |
PerInstanceRenderData |
Render data will be initialized on PostLoad or on demand. Released on the rendering thread. |
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TArray< float > |
PerInstanceSMCustomData |
Array of custom data for instances. |
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PerInstanceSMData |
Array of instances, bulk serialized. |
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ProxySize |
Tracks outstanding proxysize, as this is a bit hard to do with the fire-and-forget grass. |
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SelectedInstances |
One bit per instance if the instance is selected. |
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UInstancedStaticMeshComponent ( |
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UInstancedStaticMeshComponent ( |
Needs implementation in InstancedStaticMesh.cpp to compile UniquePtr for forward declared class |
Name | Description | |
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~UInstancedStaticMeshComponent() |
Name | Description | ||
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AddInstance ( |
Add an instance to this component. Transform is given in local space of this component. |
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AddInstanceInternal ( |
Internal version of AddInstance |
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AddInstanceWorldSpace ( |
Add an instance to this component. Transform is given in world space. |
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ApplyComponentInstanceData |
Applies the cached component instance data to a newly blueprint constructed component. |
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ApplyLightMapping ( |
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BatchUpdateInstancesData ( |
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BatchUpdateInstancesTransform |
Update the transform for a number of instances. |
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BatchUpdateInstancesTransforms |
Update the transform for an array of instances. |
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BuildRenderData ( |
Build instance buffer for rendering from current component data. |
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ClearAllInstanceBodies() |
Terminate all body instances owned by this component. |
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ClearInstances() |
Clear all instances being rendered by this component. |
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ClearInstanceSelection() |
Deselect all instances. |
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CreateAllInstanceBodies() |
Creates body instances for all instances owned by this component. |
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CreateHitProxyData ( |
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GetInstanceCount() |
Get the number of instances in this component. |
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GetInstancesMinMaxScale |
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GetInstancesOverlappingBox |
Returns the instances with instance bounds overlapping the specified box. |
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GetInstancesOverlappingSphere |
Returns the instances with instance bounds overlapping the specified sphere. |
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GetInstanceTransform ( |
Get the transform for the instance specified. |
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GetNavigationPerInstanceTransforms ( |
Handles request from navigation system to gather instance transforms in a specific area box. |
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GetNumRenderInstances() |
Number of instances in the render-side instance buffer. |
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GetRenderIndex ( |
Returns the render instance buffer index. |
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InitInstanceBody ( |
Initializes the body instance for the specified instance of the static mesh. |
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InitPerInstanceRenderData ( |
Initialize the Per Instance Render Data |
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IsInstanceSelected ( |
Check to see if an instance is selected. |
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OnPostLoadPerInstanceData() |
Creates rendering buffer from serialized data, if any |
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PartialNavigationUpdate ( |
Request to navigation system to update only part of navmesh occupied by specified instance. |
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PreAllocateInstancesMemory ( |
Preallocated memory to include the new added instances count, to prevent reallloc during the add operation. |
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ReleasePerInstanceRenderData() |
Transfers ownership of instance render data to a render thread. |
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RemoveInstance ( |
Remove the instance specified. |
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RemoveInstanceInternal |
Internal version of RemoveInstance |
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SelectInstance |
Select/deselect an instance or group of instances. |
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SerializeRenderData ( |
Serialize instance buffer that is used for rendering. Only for cooked content |
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SetCullDistances |
Sets the fading start and culling end distances for this component. |
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SetCustomData |
Per Instance Custom Data |
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SetCustomDataValue |
Update custom data for specific instance |
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UpdateInstanceTransform ( |
Update the transform for the instance specified. |
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GetStaticLightingInfo ( |
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float |
GetTextureStreamingTransformScale() |
Get the scale comming form the component, when computing StreamingTexture data. |
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GetMaterialStreamingData ( |
Get material, UV density and bounds for a given material index. |
Name | Description | ||
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BuildTextureStreamingData ( |
Build the data to compute accuracte StreaminTexture data. |
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CanEditSimulatePhysics() |
Determines whether or not the simulate physics setting can be edited interactively on this component |
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FPrimitiveSc... |
CreateSceneProxy() |
Creates a proxy to represent the primitive to the scene manager in the rendering thread. |
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DoCustomNavigableGeometryExport ( |
Collects custom navigable geometry of component. |
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GetLightAndShadowMapMemoryUsage |
Returns the light and shadow map memory for this primitive in its out variables. |
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GetStreamingRenderAssetInfo ( |
Get the StreaminTexture data. |
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SupportsStaticLighting() |
Whether the component type supports static lighting. |
Name | Description | ||
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FBoxSphereBo... |
CalcBounds ( |
Calculate the bounds of the component. Default behavior is a bounding box/sphere of zero size. |
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OnUpdateTransform ( |
Native callback when this component is moved |
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PropagateLightingScenarioChange() |
Updates any visuals after the lighting has changed |
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TStructOnSco... |
GetComponentInstanceData() |
Called before we throw away components during RerunConstructionScripts, to cache any data we wish to persist across that operation |
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OnComponentCreated() |
Called when a component is created (not loaded). This can happen in the editor or during gameplay |
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OnCreatePhysicsState() |
Used to create any physics engine information for this component |
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OnDestroyPhysicsState() |
Used to shut down and physics engine structure for this component |
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ShouldCreatePhysicsState() |
Return true if CreatePhysicsState() should be called. |
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BeginDestroy() |
Called before destroying the object. |
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GetResourceSizeEx ( |
Get the size of the object/resource for use in memory tools or to display to artists/LDs in the Editor This is the extended version which separates up the used memory into different memory regions (the actual definition of which may be platform specific). |
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PostDuplicate ( |
Called after duplication & serialization and before PostLoad. |
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PostEditChangeChainProperty ( |
This alternate version of PostEditChange is called when properties inside structs are modified. |
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PostEditUndo() |
Called after applying a transaction to the object. |
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PostLoad() |
Do any object-specific cleanup required immediately after loading an object. |
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Serialize ( |
Handles reading, writing, and reference collecting using FArchive. |
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GetNavigationBounds() |
Get bounds for navigation octree |
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GetNavigationData ( |
Prepare navigation modifiers |