Is there a way to identify the currently rendered mesh / actor from inside functions like SubmitMeshDrawCommands?
Say I wanted to specifically identify the mesh/actor from within this function. Its parameters FGraphicsMinimalPipelineStateSet, FMeshCommandOneFrameArray, FRHICommandList doesnt give any clues to the corresponding mesh/actor that these draw commands are for?
is there any other functions closer to the graphics api that happen after the draw commands are deferred and ready for the underlying graphics api to actually begin drawing?
If any rendering wizards have a clue that would be awesome, thanks.
I understand what im trying to do may sound hacky, but this is just for experimentation and learning.