FPerInstanceRenderData

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MacOS
Linux

References

Module

Engine

Header

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

Include

#include "Engine/InstancedStaticMesh.h"

Syntax

struct FPerInstanceRenderData

Variables

Name Description

Public variable

TArray< TRefCou...

 

HitProxies

Hit proxies for the instances

Public variable

FStaticMeshInst...

 

InstanceBuffer

Instance buffer

Public variable

TSharedPtr< FSt...

 

InstanceBuffer_GameThread

Public variable

SIZE_T

 

ResourceSize

Cached per-instance resource size

Constructors

Name Description

Public function

FPerInstanceRenderData

(
    FStaticMeshInstanceData& Other,
    ERHIFeatureLevel::Type InFeaureLeve...,
    bool InRequireCPUAccess
)

Should be always constructed on main thread.

Public function

FPerInstanceRenderData

(
    FStaticMeshInstanceData& Other,
    ERHIFeatureLevel::Type InFeaureLeve...,
    bool InRequireCPUAccess,
    FBox InBounds,
    bool bTrack
)

Destructors

Name Description

Public function

~FPerInstanceRenderData()

Functions

Name Description

Public function

const TArray...

 

GetPerInstanceBounds()

Get data for culling ray tracing instances

Public function

const TArray...

 

GetPerInstanceTransforms()

Get cached CPU-friendly instance transforms

Public function

void

 

UpdateFromCommandBuffer

(
    FInstanceUpdateCmdBuffer& CmdBuffe...
)

Public function

void

 

UpdateFromPreallocatedData

(
    FStaticMeshInstanceData& InOther
)

Call to update the Instance buffer with pre allocated data without recreating the FPerInstanceRenderData

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