5#include <Components/PrimitiveComponent.h>
6#include <CoreMinimal.h>
8#include "CustomDepthParameters.generated.h"
12 GENERATED_USTRUCT_BODY()
22 meta = (DisplayName =
"Render CustomDepth Pass"))
30 Category =
"Rendering",
31 meta = (EditCondition =
"RenderCustomDepth"))
33 ERendererStencilMask::ERSM_Default;
42 meta = (UIMin =
"0", UIMax =
"255", EditCondition =
"RenderCustomDepth"))
52 return !(*
this == other);
int32 CustomDepthStencilValue
Optionally write this 0-255 value to the stencil buffer in CustomDepth pass (Requires project setting...
bool operator!=(const FCustomDepthParameters &other) const
ERendererStencilMask CustomDepthStencilWriteMask
Mask used for stencil buffer writes.
bool RenderCustomDepth
If true, this component will be rendered in the CustomDepth pass (usually used for outlines)