FParticleBeamTrailVertexFactory

Beam/Trail particle vertex factory.

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MacOS
Linux

Inheritance Hierarchy

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Public/ParticleBeamTrailVertexFactory.h

Include

#include "ParticleBeamTrailVertexFactory.h"

Syntax

class FParticleBeamTrailVertexFactory : public FParticleVertexFactoryBase

Remarks

Beam/Trail particle vertex factory.

Constructors

Name Description

Public function

FParticleBeamTrailVertexFactory

(
    ERHIFeatureLevel::Type InFeatureLev...
)

Public function

FParticleBeamTrailVertexFactory

(
    EParticleVertexFactoryType InType,
    ERHIFeatureLevel::Type InFeatureLev...
)

Default constructor.

Functions

Name Description

Public function Static

FVertexFacto...

 

ConstructShaderParameters

(
    EShaderFrequency ShaderFrequency
)

Construct shader parameters for this type of vertex factory.

Public function

FParticleBea...

 

GetBeamTrailUniformBuffer()

Retrieve the uniform buffer for this vertex factory.

Public function

uint32 &

 

GetFirstIndex()

Public function

FIndexBuffer...

 

GetIndexBuffer()

Public function

int32 &

 

GetOutTriangleCount()

Public function Static

void

 

ModifyCompilationEnvironment

(
    const FVertexFactoryType* Type,
    EShaderPlatform Platform,
    const FMaterial* Material,
    FShaderCompilerEnvironment& OutEnv...
)

Can be overridden by FVertexFactory subclasses to modify their compile environment just before compilation occurs.

Public function

void

 

SetBeamTrailUniformBuffer

Set the uniform buffer for this vertex factory.

Public function

void

 

SetDynamicParameterBuffer

(
    const FVertexBuffer* InDynamic...,
    uint32 StreamOffset,
    uint32 Stride
)

Set the source vertex buffer that contains particle dynamic parameter data.

Public function

void

 

SetUsesDynamicParameter

(
    bool bInUsesDynamicParameter
)

Public function

void

 

SetVertexBuffer

(
    const FVertexBuffer* InBuffer,
    uint32 StreamOffset,
    uint32 Stride
)

Set the source vertex buffer.

Public function Static

bool

 

ShouldCompilePermutation

(
    EShaderPlatform Platform,
    const FMaterial* Material,
    const FShaderType* ShaderType
)

Should we cache the material's shadertype on this platform with this vertex factory?

Overridden from FVertexFactory

Name Description

Public function Virtual Const

FVertexFacto...

 

GetType()

Overridden from FRenderResource

Name Description

Public function Virtual

void

 

InitRHI()

Initialize the Render Hardware Interface for this vertex factory

Constants

Name

Description

StaticType

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