// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "/Engine/Private/SceneData.ush" bool GetMaterialCacheState() { #if MATERIAL_CACHE return true; #else // MATERIAL_CACHE return false; #endif // MATERIAL_CACHE } uint GetMaterialCacheTextureDescriptor(FPrimitiveSceneData PrimitiveData) { return PrimitiveData.MaterialCacheDescriptor; } uint GetMaterialCacheTagOffset(FPrimitiveSceneData PrimitiveData) { return GetMaterialCacheTextureDescriptor(PrimitiveData) & 0x3FFFFFFF; } uint GetMaterialCacheTextureCoordinateIndex(FPrimitiveSceneData PrimitiveData) { return GetMaterialCacheTextureDescriptor(PrimitiveData) >> 30; } bool GetMaterialCacheTextureDescriptorIsValid(FPrimitiveSceneData PrimitiveData) { return GetMaterialCacheTextureDescriptor(PrimitiveData) != ~0u; }