TArray< uint32, TInlineAllocator< 1 > > UserData
Each geometry copy can receive a user-provided integer, which can be used to retrieve extra shader parameters or customize appearance. This data can be retrieved using GetInstanceUserData() in closest/any hit shaders. If UserData is empty, then 0 will be implicitly used for all entries. If UserData contains a single entry, then it will be applied to all instances/copies. Otherwise one UserData entry must be provided per entry in Transforms array.