Deprecated
The entire ViewCustomData is deprecated. You need to reimplement your feature in other ways, like IPersistentViewUniformBufferExtension (use landscape as an example).
Module |
|
Header |
/Engine/Source/Runtime/Engine/Public/PrimitiveSceneProxy.h |
Include |
#include "PrimitiveSceneProxy.h" |
virtual void * InitViewCustomData
(
const FSceneView & InView,
float InViewLODScale,
FMemStackBase & InCustomDataMemStack,
bool InIsStaticRelevant,
bool InIsShadowOnly,
const struct FLODMask * InVisiblePrimitiveLODMask,
float InMeshScreenSizeSquared
)
Called during the visibility and shadow setup for each primitives with either static or dynamic relevancy, so we can store custom data for the frame that can be reused later. Keep in mind this can be called in multihread as it's called during the InitViews() This will only be called if bUseCustomViewData is true in the GetViewRelevance()
Parameter |
Description |
---|---|
InView |
Current View |
InViewLODScale |
View LOD scale |
InCustomDataMemStack |
MemStack to allocate the custom data |
InIsStaticRelevant |
Tell us if it was called in a static of dynamic relevancy context |
InIsShadowOnly |
Tell us if we are creating in the shadow context |
InVisiblePrimitiveLODMask |
Calculated LODMask for visibile primitive in static relevancy |
InMeshScreenSizeSquared |
Computed mesh batch screen size, passed to prevent recalculation |