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API > API/Runtime > API/Runtime/Engine > API/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 | |
|---|---|---|---|
| bool | bAlwaysPersistRenderingState | Whether to persist the rendering state even if bCaptureEveryFrame==false. | |
| uint8: 1 | bCaptureEveryFrame | Whether to update the capture's contents every frame. | |
| uint8: 1 | bCaptureGpuNextRender | Capture a GPU frame for this scene capture, next time it renders (capture program must be connected). | |
| uint8: 1 | bCaptureOnMovement | Whether to update the capture's contents on movement. | |
| uint8: 1 | bDumpGpuNextRender | Run DumpGPU for this scene capture, next time it renders. | |
| uint8: 1 | bSuppressGpuCaptureOrDump | Flag used to suppress bCaptureGpuNextRender or bDumpGpuNextRender on reregistration of the component. | |
| bool | bUseRayTracingIfEnabled | Whether to use ray tracing for this capture. Ray Tracing must be enabled in the project. | |
| TRefCountPtr< FSceneCaptureMemorySize > | CaptureMemorySize | Thread safe storage for memory statistics for a scene capture | |
| TObjectPtr< class UStaticMesh > | CaptureMesh | The mesh used by ProxyMeshComponent | |
| int32 | CaptureSortPriority | Capture priority within the frame to sort scene capture on GPU to resolve interdependencies between multiple capture components. | |
| TEnumAsByte< enum ESceneCaptureSource > | CaptureSource | ||
| uint64 | FrameUpdated | Frame this scene capture was last updated | |
| TArray< TObjectPtr< AActor > > | HiddenActors | The actors to hide in the scene capture. | |
| TArray< TWeakObjectPtr< UPrimitiveComponent > > | HiddenComponents | The components won't rendered by current component. | |
| float | LODDistanceFactor | Scales the distance used by LOD. | |
| float | MaxViewDistanceOverride | If > 0, sets a maximum render distance override. | |
| ESceneCapturePrimitiveRenderMode | PrimitiveRenderMode | Controls what primitives get rendered into the scene capture. | |
| FString | ProfilingEventName | Name of the profiling event. | |
| TObjectPtr< class UStaticMeshComponent > | ProxyMeshComponent | The mesh to show visually where the camera is placed | |
| FEngineShowFlags | ShowFlags | TODO: Make this a UStruct to set directly? | |
| TArray< TObjectPtr< AActor > > | ShowOnlyActors | The only actors to be rendered by this scene capture, if PrimitiveRenderMode is set to UseShowOnlyList. | |
| TArray< TWeakObjectPtr< UPrimitiveComponent > > | ShowOnlyComponents | The only components to be rendered by this scene capture, if PrimitiveRenderMode is set to UseShowOnlyList. | |
| TIndirectArray< FSceneViewStateReference > | ViewStates | The view state holds persistent scene rendering state and enables occlusion culling in scene captures. |
Constructors
| Type | Name | Description | |
|---|---|---|---|
USceneCaptureComponent
(
const FObjectInitializer& ObjectInitializer |
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | AddReferencedObjects
(
UObject* InThis, |
||
| void | Clears the hidden list. | ||
| void | Clears the Show Only list. | ||
| const TArray< FEngineShowFlagsSetting > & | Get the show flag settings. | ||
| const AActor * | GetViewOwner () |
To leverage a component's bOwnerNoSee/bOnlyOwnerSee properties, the capture view requires an "owner". | |
| FSceneViewStateInterface * | GetViewState
(
int32 ViewIndex |
Returns the view state, if any, and allocates one if needed. | |
| void | HideActorComponents
(
AActor* InActor, |
Adds all primitive components in the actor to our list of hidden components. | |
| void | HideComponent
(
UPrimitiveComponent* InComponent |
Adds the component to our list of hidden components. | |
| bool | Is2D () |
Whether this component is a USceneCaptureComponent2D | |
| bool | IsCube () |
Whether this component is a USceneCaptureComponentCube | |
| bool | |||
| void | |||
| void | |||
| void | RemoveShowOnlyActorComponents
(
AActor* InActor, |
Removes an actor's components from the Show Only list. | |
| void | RemoveShowOnlyComponent
(
UPrimitiveComponent* InComponent |
Removes a component from the Show Only list. | |
| void | SetCaptureSortPriority
(
int32 NewCaptureSortPriority |
Changes the value of TranslucentSortPriority. | |
| bool | Updates "FrameUpdated" field, returns "true" if this is one of multiple scene captures this frame. | ||
| void | SetShowFlagSettings
(
const TArray< FEngineShowFlagsSetting >& InShowFlagSettings |
Set the show flag settings. | |
| void | ShowOnlyActorComponents
(
AActor* InActor, |
Adds all primitive components in the actor to our list of show-only components. | |
| void | ShowOnlyComponent
(
UPrimitiveComponent* InComponent |
Adds the component to our list of show-only components. | |
|
ShowFlags for the SceneCapture's ViewFamily, to control rendering settings for this view. | ||
| void | |||
| void | UpdateDeferredCaptures
(
FSceneInterface* Scene |
||
| void | UpdateSceneCaptureContents
(
FSceneInterface* Scene |
||
| 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 | |
|---|---|---|---|
| void | OnComponentDestroyed
(
bool bDestroyingHierarchy |
Called when a component is destroyed | |
| void | OnRegister () |
Called when a component is registered, after Scene is set, but before CreateRenderState_Concurrent or OnCreatePhysicsState are called. | |
| void | OnUnregister () |
Called when a component is unregistered. |
Overridden from UObject
| Type | Name | Description | |
|---|---|---|---|
| void | BeginDestroy () |
Called before destroying the object. | |
| bool | CanEditChange
(
const FProperty* InProperty |
Called by the editor to query whether a property of this object is allowed to be modified. | |
| void | PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Called when a property on this object has been modified externally | |
| void | PostLoad () |
Do any object-specific cleanup required immediately after loading an object. | |
| void | Handles reading, writing, and reference collecting using FArchive. |