Data structure used to store reactive boid instance data on the render thread.
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#include <NiagaraDataInterfaceSTReactiveBoids.h>
Data structure used to store reactive boid instance data on the render thread.
◆ ~FNDISTReactiveBoidsInstanceData_RenderThread()
FNDISTReactiveBoidsInstanceData_RenderThread::~FNDISTReactiveBoidsInstanceData_RenderThread |
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Destructor to release data.
◆ ReleaseData()
void FNDISTReactiveBoidsInstanceData_RenderThread::ReleaseData |
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Releases the instance data.
◆ UpdateData()
Updates the render thread data from the game thread instance data.
- Parameters
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InstanceData_GT | The instance data from the game thread. |
◆ numBoids
int32 FNDISTReactiveBoidsInstanceData_RenderThread::numBoids = 0 |
◆ ReadPooled
TRefCountPtr<FRDGPooledBuffer> FNDISTReactiveBoidsInstanceData_RenderThread::ReadPooled = nullptr |
Pointer to the pooled buffer for reading boid data.
◆ ReadScopedRef
FRDGBufferRef FNDISTReactiveBoidsInstanceData_RenderThread::ReadScopedRef = nullptr |
Scoped reference to the read buffer.
◆ ReadScopedSRV
FRDGBufferSRVRef FNDISTReactiveBoidsInstanceData_RenderThread::ReadScopedSRV = nullptr |
Scoped SRV reference for the read buffer.
The documentation for this struct was generated from the following file: