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All the necessary information for scene primitive to component feedback
Name
FPrimitiveSceneInfoData
Type
struct
Header File
/Engine/Source/Runtime/Engine/Public/PrimitiveSceneInfoData.h
Include Path
#include "PrimitiveSceneInfoData.h"
Syntax
struct FPrimitiveSceneInfoData
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Constructors
Name
Remarks
Include Path
Unreal Specifiers
FPrimitiveSceneInfoData()
PrimitiveSceneInfoData.h
Constants
Name
Type
Remarks
Include Path
NextPrimitiveId
FThreadSafeCounter
Next id to be used by a component.
PrimitiveSceneInfoData.h
Variables
Public
Name
Type
Remarks
Include Path
Unreal Specifiers
AttachmentCounter
FThreadSafeCounter
Incremented by the main thread before being attached to the scene, decremented by the rendering thread after removal.
PrimitiveSceneInfoData.h
bAlwaysVisible
int32
Whether the primitive is always visible. If true the last render time will be unset.
PrimitiveSceneInfoData.h
LastRenderTime
float
The value of WorldSettings->TimeSeconds for the frame when this component was last rendered.
PrimitiveSceneInfoData.h
LastRenderTimeOnScreen
float
Same as LastRenderTime but only updated if the component is on screen.
PrimitiveSceneInfoData.h
OwnerLastRenderTimePtr
FActorLastRenderTime *
Pointer to the last render time variable on the primitive's owning actor or other UObject (if owned), which is written to by the RT and read by the GT.
PrimitiveSceneInfoData.h
PrimitiveSceneId
FPrimitiveComponentId
Used by the renderer, to identify a primitive across re-registers.
PrimitiveSceneInfoData.h
SceneProxy
FPrimitiveSceneProxy *
The primitive's scene info.
PrimitiveSceneInfoData.h
Functions
Public
Name
Remarks
Include Path
Unreal Specifiers
void SetLastRenderTime
(
float InLastRenderTime,
bool bUpdateLastRenderTimeOnScreen
) const
PrimitiveSceneInfoData.h