A Demo Project for the UnrealEngineSDK
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FExpandedLateUpdateManager::FLateUpdateState Struct Reference

#include <GripMotionControllerComponent.h>

Public Member Functions

 FLateUpdateState ()
 

Public Attributes

bool bSkip
 
FTransform ParentToWorld
 
TMap< FPrimitiveSceneInfo *, int32 > Primitives
 
int64 TrackingNumber
 

Detailed Description

Definition at line 96 of file GripMotionControllerComponent.h.

Constructor & Destructor Documentation

◆ FLateUpdateState()

FExpandedLateUpdateManager::FLateUpdateState::FLateUpdateState ( )
inline

Definition at line 98 of file GripMotionControllerComponent.h.

Member Data Documentation

◆ bSkip

bool FExpandedLateUpdateManager::FLateUpdateState::bSkip

Late Update Info Stale, if this is found true do not late update

Definition at line 109 of file GripMotionControllerComponent.h.

◆ ParentToWorld

FTransform FExpandedLateUpdateManager::FLateUpdateState::ParentToWorld

Parent world transform used to reconstruct new world transforms for late update scene proxies

Definition at line 105 of file GripMotionControllerComponent.h.

◆ Primitives

TMap<FPrimitiveSceneInfo*, int32> FExpandedLateUpdateManager::FLateUpdateState::Primitives

Primitives that need late update before rendering

Definition at line 107 of file GripMotionControllerComponent.h.

◆ TrackingNumber

int64 FExpandedLateUpdateManager::FLateUpdateState::TrackingNumber

Frame tracking number - used to flag if the game and render threads get badly out of sync

Definition at line 111 of file GripMotionControllerComponent.h.


The documentation for this struct was generated from the following file: