FInstancedStaticMeshSceneProxy

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Inheritance Hierarchy

FPrimitiveSceneProxy

FStaticMeshSceneProxy

FInstancedStaticMeshSceneProxy

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Classes/Engine/InstancedStaticMesh.h

Include

#include "Engine/InstancedStaticMesh.h"

Syntax

class FInstancedStaticMeshSceneProxy : public FStaticMeshSceneProxy

Variables

Name Description

Public variable

bool

 

bAnySegmentUsesWorldPositionOffset

Protected variable

bool

 

bHasSelectedInstances

If we we have any selected instances

Protected variable

FInstancedStati...

 

InstancedRenderData

Per component render data

Protected variable

UStaticMesh ...

 

StaticMesh

Cache of the StaticMesh asset, needed to release SpeedTree resources

Protected variable

FInstancingUser...

 

UserData_AllInstances

LOD transition info.

Protected variable

FInstancingUser...

 

UserData_DeselectedInstances

Protected variable

FInstancingUser...

 

UserData_SelectedInstances

Constructors

Name Description

Public function

FInstancedStaticMeshSceneProxy

(
    UInstancedStaticMeshComponent*...,
    ERHIFeatureLevel::Type InFeatureLev...
)

Destructors

Functions

Name Description

Protected function Const

void

 

SetupInstancedMeshBatch

(
    int32 LODIndex,
    int32 BatchIndex,
    FMeshBatch& OutMeshBatch
)

Common path for the Get*MeshElement functions

Overridden from FStaticMeshSceneProxy

Name Description

Public function Virtual Const

bool

 

GetMeshElement

(
    int32 LODIndex,
    int32 BatchIndex,
    int32 ElementIndex,
    uint8 InDepthPriorityGroup,
    bool bUseSelectionOutline,
    bool bAllowPreCulledIndices,
    FMeshBatch& OutMeshBatch
)

Sets up a FMeshBatch for a specific LOD and element.

Public function Virtual Const

int32

 

GetNumMeshBatches()

Gets the number of mesh batches required to represent the proxy, aside from section needs.

Public function Virtual Const

bool

 

GetShadowMeshElement

(
    int32 LODIndex,
    int32 BatchIndex,
    uint8 InDepthPriorityGroup,
    FMeshBatch& OutMeshBatch,
    bool bDitheredLODTransition
)

Sets up a shadow FMeshBatch for a specific LOD.

Public function Virtual Const

bool

 

GetWireframeMeshElement

(
    int32 LODIndex,
    int32 BatchIndex,
    const FMaterialRenderProxy* Wi...,
    uint8 InDepthPriorityGroup,
    bool bAllowPreCulledIndices,
    FMeshBatch& OutMeshBatch
)

Sets up a wireframe FMeshBatch for a specific LOD.

Overridden from FPrimitiveSceneProxy

Name Description

Public function Virtual Const

int32

 

CollectOccluderElements

(
    FOccluderElementsCollector& Collec...
)

Collects occluder geometry for software occlusion culling

Public function Virtual

HHitProxy &#...

 

CreateHitProxies

(
    UPrimitiveComponent* Component,
    TArray< TRefCountPtr< HHitProxy > >...
)

Creates the hit proxies are used when DrawDynamicElements is called. Called in the game thread.

Public function Virtual

void

 

DestroyRenderThreadResources()

Called when the rendering thread removes the proxy from the scene.

Public function Virtual Const

void

 

GetDistancefieldAtlasData

(
    FBox& LocalVolumeBounds,
    FVector2D& OutDistanceMinMax,
    FIntVector& OutBlockMin,
    FIntVector& OutBlockSize,
    bool& bOutBuiltAsIfTwoSided,
    bool& bMeshWasPlane,
    float& SelfShadowBias,
    TArray< FMatrix >& ObjectLocalToWo...,
    bool& bOutThrottled
)

Public function Virtual Const

void

 

GetDistanceFieldInstanceInfo

(
    int32& NumInstances,
    float& BoundsSurfaceArea
)

Public function Virtual Const

void

 

GetDynamicMeshElements

(
    const TArray< const FSceneView*...,
    const FSceneViewFamily& ViewFamily,
    uint32 VisibilityMap,
    FMeshElementCollector& Collector
)

Gathers the primitive's dynamic mesh elements.

Public function Virtual Const

void

 

GetLightRelevance

(
    const FLightSceneProxy* LightS...,
    bool& bDynamic,
    bool& bRelevant,
    bool& bLightMapped,
    bool& bShadowMapped
)

Determines the relevance of this primitive's elements to the given light.

Public function Virtual Const

SIZE_T

 

GetTypeHash()

Return a type (or subtype) specific hash for sorting purposes

Public function Virtual Const

FPrimitiveVi...

 

GetViewRelevance

(
    const FSceneView* View
)

Determines the relevance of this primitive's elements to the given view.

Public function Virtual Const

bool

 

IsDetailMesh()

Returns whether this proxy should be considered a "detail mesh".

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