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Unreal Engine C++ API Reference > Runtime > Engine > Components
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UActorComponent
- USceneComponent
- USceneCaptureComponent
- UPlanarReflectionComponent
- USceneCaptureComponent2D
- USceneCaptureComponentCube
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Classes/Components/SceneCaptureComponent.h |
Include | #include "Components/SceneCaptureComponent.h" |
Syntax
UCLASS (Abstract, HideCategories=(Collision, Object, Physics, SceneComponent, Mobility),
MinimalAPI)
class USceneCaptureComponent : public USceneComponent
Remarks
-> will be exported to EngineDecalClasses.h
Variables
Type | Name | Description | |
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bool | bAlwaysPersistRenderingState | Whether to persist the rendering state even if bCaptureEveryFrame==false. |
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uint8: 1 | bCaptureEveryFrame | Whether to update the capture's contents every frame. |
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uint8: 1 | bCaptureOnMovement | Whether to update the capture's contents on movement. |
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bool | bUseRayTracingIfEnabled | Whether to use ray tracing for this capture. Ray Tracing must be enabled in the project. |
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TRefCountPtr< FSceneCaptureMemorySize > | CaptureMemorySize | Thread safe storage for memory statistics for a scene capture |
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TObjectPtr< class UStaticMesh > | CaptureMesh | The mesh used by ProxyMeshComponent |
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int32 | CaptureSortPriority | Capture priority within the frame to sort scene capture on GPU to resolve interdependencies between multiple capture components. |
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TEnumAsByte< enum ESceneCaptureSource > | CaptureSource | |
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TArray< TObjectPtr< AActor > > | HiddenActors | The actors to hide in the scene capture. |
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TArray< TWeakObjectPtr< UPrimitiveComponent > > | HiddenComponents | The components won't rendered by current component. |
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float | LODDistanceFactor | Scales the distance used by LOD. |
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float | MaxViewDistanceOverride | If > 0, sets a maximum render distance override. |
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ESceneCapturePrimitiveRenderMode | PrimitiveRenderMode | Controls what primitives get rendered into the scene capture. |
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FString | ProfilingEventName | Name of the profiling event. |
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TObjectPtr< class UStaticMeshComponent > | ProxyMeshComponent | The mesh to show visually where the camera is placed |
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FEngineShowFlags | ShowFlags | TODO: Make this a UStruct to set directly? |
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TArray< struct FEngineShowFlagsSetting > | ShowFlagSettings | ShowFlags for the SceneCapture's ViewFamily, to control rendering settings for this view. |
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TArray< TObjectPtr< AActor > > | ShowOnlyActors | The only actors to be rendered by this scene capture, if PrimitiveRenderMode is set to UseShowOnlyList. |
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TArray< TWeakObjectPtr< UPrimitiveComponent > > | ShowOnlyComponents | The only components to be rendered by this scene capture, if PrimitiveRenderMode is set to UseShowOnlyList. |
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TIndirectArray< FSceneViewStateReference > | ViewStates | The view state holds persistent scene rendering state and enables occlusion culling in scene captures. |
Constructors
Type | Name | Description | |
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USceneCaptureComponent
(
const FObjectInitializer& ObjectInitializer |
Functions
Type | Name | Description | |
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void | AddReferencedObjects
(
UObject* InThis, |
|
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void | Clears the hidden list. | |
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void | Clears the Show Only list. | |
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const AActor * | GetViewOwner () |
To leverage a component's bOwnerNoSee/bOnlyOwnerSee properties, the capture view requires an "owner". |
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FSceneViewStateInterface * | GetViewState
(
int32 ViewIndex |
Returns the view state, if any, and allocates one if needed. |
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void | HideActorComponents
(
AActor* InActor, |
Adds all primitive components in the actor to our list of hidden components. |
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void | HideComponent
(
UPrimitiveComponent* InComponent |
Adds the component to our list of hidden components. |
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bool | IsCube () |
Whether this component is a USceneCaptureComponentCube |
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bool | ||
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void | ||
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void | ||
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void | RemoveShowOnlyActorComponents
(
AActor* InActor, |
Removes an actor's components from the Show Only list. |
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void | RemoveShowOnlyComponent
(
UPrimitiveComponent* InComponent |
Removes a component from the Show Only list. |
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void | SetCaptureSortPriority
(
int32 NewCaptureSortPriority |
Changes the value of TranslucentSortPriority. |
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void | ShowOnlyActorComponents
(
AActor* InActor, |
Adds all primitive components in the actor to our list of show-only components. |
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void | ShowOnlyComponent
(
UPrimitiveComponent* InComponent |
Adds the component to our list of show-only components. |
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void | ||
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void | UpdateDeferredCaptures
(
FSceneInterface* Scene |
|
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void | UpdateSceneCaptureContents
(
FSceneInterface* Scene |
|
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void | Update the show flags from our show flags settings (ideally, you'd be able to set this more directly, but currently unable to make FEngineShowFlags a UStruct to use it as a FProperty...) |
Overridden from UActorComponent
Type | Name | Description | |
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void | OnComponentDestroyed
(
bool bDestroyingHierarchy |
Called when a component is destroyed |
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void | OnRegister () |
Called when a component is registered, after Scene is set, but before CreateRenderState_Concurrent or OnCreatePhysicsState are called. |
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void | OnUnregister () |
Called when a component is unregistered. |
Overridden from UObject
Type | Name | Description | |
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void | BeginDestroy () |
Called before destroying the object. |
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bool | CanEditChange
(
const FProperty* InProperty |
Called by the editor to query whether a property of this object is allowed to be modified. |
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void | PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Called when a property on this object has been modified externally |
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void | PostLoad () |
Do any object-specific cleanup required immediately after loading an object. |
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void | Handles reading, writing, and reference collecting using FArchive. |