AActor::SetRayTracingGroupId
#include "GameFramework/Actor.h"
Access: public
Specifiers: UFUNCTIONBlueprintCallable
Description
Assigns a ray tracing group ID to this actor. Components that have no explicit group ID set will inherit the actor's ID, allowing selective inclusion/exclusion of groups from ray tracing passes.
Caveats & Gotchas
- • Only has an effect when Hardware Ray Tracing (HRT) is enabled in the project. On platforms or configs without HRT, this call is a no-op.
- • The ID is actor-level; individual components can override it with their own group ID. Setting the actor ID does not overwrite component-level overrides.
Signature
ENGINE_API void SetRayTracingGroupId(int32 InRaytracingGroupId); Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| InRaytracingGroupId | int32 | The group ID to assign. Components with an invalid (default) ID will inherit this value. | — |
Return Type
void Example
Assign a shared group ID to a set of actors C++
// Group all debris actors so they can be excluded from expensive RT reflections
const int32 DebrisGroupId = 42;
for (AActor* Debris : DebrisActors)
{
Debris->SetRayTracingGroupId(DebrisGroupId);
} See Also
Tags
Version History
Introduced in: 5.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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