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The work uses the GPU so this object handles reading back the data without stalling. All calls are expected to be made on the game thread only.
| Name | FRenderTraceQueue |
| Type | class |
| Header File | /Engine/Plugins/Runtime/RenderTrace/Source/Public/RenderTrace.h |
| Include Path | #include "RenderTrace.h" |
Syntax
class FRenderTraceQueue : private FTickableGameObject
Inheritance Hierarchy
- FTickableObjectBase → FTickableGameObject → FRenderTraceQueue
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| RenderTrace.h | |||
| RenderTrace.h | |||
FRenderTraceQueue
(
const FRenderTraceQueue& |
RenderTrace.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
~FRenderTraceQueue() |
RenderTrace.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| LastRequestID | uint32 | RenderTrace.h | ||
| RequestsInFlight | TArray< TSharedPtr< struct FRenderTraceTask > > | RenderTrace.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
uint32 AsyncRenderTraceComponents
(
TArrayView< const class UPrimitiveComponent* > PrimitiveComponents, |
Initialize the task for a list of components. | RenderTrace.h | |
void CancelAsyncSample
(
uint32 RequestID |
RenderTrace.h | ||
virtual TStatId GetStatId() |
RenderTrace.h | ||
virtual bool IsTickable() |
RenderTrace.h | ||
virtual bool IsTickableInEditor() |
RenderTrace.h | ||
virtual void Tick
(
float DeltaTime |
FTickableGameObject begin | RenderTrace.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static bool IsEnabled() |
RenderTrace.h |
Operators
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FRenderTraceQueue & operator=
(
const FRenderTraceQueue& |
RenderTrace.h | ||
| RenderTrace.h |