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Encapsulates the data which is mirrored to render a UPrimitiveComponent parallel to the game thread. This is intended to be subclassed to support different primitive types.
| Name | FPrimitiveSceneProxy |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Public/PrimitiveSceneProxy.h |
| Include Path | #include "PrimitiveSceneProxy.h" |
Syntax
class FPrimitiveSceneProxy
Derived Classes
FPrimitiveSceneProxy derived class hierarchy
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FPrimitiveSceneProxy
(
FPrimitiveSceneProxy const& |
Copy constructor. | PrimitiveSceneProxy.h | |
FPrimitiveSceneProxy
(
const UPrimitiveComponent* InComponent, |
Initialization constructor. | PrimitiveSceneProxy.h | |
FPrimitiveSceneProxy
(
const FPrimitiveSceneProxyDesc& InDesc, |
PrimitiveSceneProxy.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~FPrimitiveSceneProxy() |
Virtual destructor. | PrimitiveSceneProxy.h |
Structs
| Name | Remarks |
|---|---|
| FDebugMassData |
Enums
Public
| Name | Remarks |
|---|---|
| EInstanceBufferAccessFlags |
Typedefs
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| FLCIArray | TArray< class FLightCacheInterface *, TInlineAllocator< 8 > > | Get the list of LCIs. | PrimitiveSceneProxy.h |
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| InvalidRayTracingGroupId | int32 | PrimitiveSceneProxy.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| DebugMassData | TArray< FDebugMassData > | PrimitiveSceneProxy.h | ||
| MaterialCacheDescriptor | uint32 | Allocated cache descriptor | PrimitiveSceneProxy.h | |
| MaterialCacheRenderProxies | TArray< class FMaterialCacheVirtualTextureRenderProxy * > | Allocated cache render proxies | PrimitiveSceneProxy.h | |
| SimpleStreamableAssetManagerIndex | TSharedPtr< int32, ESPMode::ThreadSafe > | PrimitiveSceneProxy.h |
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ActorPosition | FVector | The component's actor's position. | PrimitiveSceneProxy.h | |
| bCollisionEnabled | uint8 | Whether this component has any collision enabled | PrimitiveSceneProxy.h | |
| bForceHidden | uint8 | If true this primitive is hidden (used when level is not yet visible) | PrimitiveSceneProxy.h | |
| bForceMipStreaming | uint8 | If true, forces mips for streamable assets used by this proxy to be resident when this proxy is created. | PrimitiveSceneProxy.h | |
| bHasPerInstanceHitProxies | uint8 | If this primitive has per-instance hit proxies. | PrimitiveSceneProxy.h | |
| bHiddenInSceneCapture | uint8 | This primitive should be hidden in Scene Capture | PrimitiveSceneProxy.h | |
| bHovered | uint8 | True if the mouse is currently hovered over this primitive in a level viewport | PrimitiveSceneProxy.h | |
| bIndividuallySelected | uint8 | Component is selected directly | PrimitiveSceneProxy.h | |
| bIsBeingMovedByEditor | uint8 | Whether the component is currently being moved by the editor, even if Mobility is Static. | PrimitiveSceneProxy.h | |
| bIsFoliage | uint32 | PrimitiveSceneProxy.h | ||
| bIsLocalToWorldDeterminantNegative | uint8 | PrimitiveSceneProxy.h | ||
| bLevelInstanceEditingState | uint8 | Component belongs to an Editing LevelInstance | PrimitiveSceneProxy.h | |
| bOftenMoving | uint8 | PrimitiveSceneProxy.h | ||
| bOnlyOwnerSee | uint8 | PrimitiveSceneProxy.h | ||
| Bounds | FBoxSphereBounds | The primitive's bounds. | PrimitiveSceneProxy.h | |
| bOwnerNoSee | uint8 | PrimitiveSceneProxy.h | ||
| bParentSelected | uint8 | Parent Actor is selected | PrimitiveSceneProxy.h | |
| bRayTracingFarField | bool | This primitive will be available to ray trace as a far field primitive even if hidden. | PrimitiveSceneProxy.h | |
| bReceiveMobileCSMShadows | uint8 | Whether this primitive receive CSM shadows (Mobile) | PrimitiveSceneProxy.h | |
| bReceivesDecals | uint8 | PrimitiveSceneProxy.h | ||
| bRenderCustomDepth | uint8 | This primitive has bRenderCustomDepth enabled | PrimitiveSceneProxy.h | |
| bRenderInDepthPass | uint8 | If true this primitive Renders in the depthPass | PrimitiveSceneProxy.h | |
| bRenderInMainPass | uint8 | If true this primitive Renders in the mainPass | PrimitiveSceneProxy.h | |
| bSelectable | uint8 | If this is True, this primitive can be selected in the editor. | PrimitiveSceneProxy.h | |
| bStaticLighting | uint8 | True if the primitive will cache static lighting. | PrimitiveSceneProxy.h | |
| bTreatAsBackgroundForOcclusion | uint8 | Whether the primitive should be treated as part of the background for occlusion purposes. | PrimitiveSceneProxy.h | |
| bUseAsOccluder | uint8 | If this is True, this primitive will be used to occlusion cull other primitives. | PrimitiveSceneProxy.h | |
| bUseEditorCompositing | uint8 | Whether this primitive should be composited onto the scene after post processing (editor only) | PrimitiveSceneProxy.h | |
| bUseViewOwnerDepthPriorityGroup | uint8 | True if ViewOwnerDepthPriorityGroup should be used. | PrimitiveSceneProxy.h | |
| bVirtualTextureMainPassDrawAlways | uint8 | PrimitiveSceneProxy.h | ||
| bVirtualTextureMainPassDrawNever | uint8 | PrimitiveSceneProxy.h | ||
| bVisibleInRayTracing | uint8 | If true, this component will be visible in ray tracing effects. | PrimitiveSceneProxy.h | |
| bVisibleInRealTimeSkyCaptures | uint8 | True if the primitive should be visible in real-time sky light reflection captures. | PrimitiveSceneProxy.h | |
| bVisibleInReflectionCaptures | uint8 | True if the primitive should be visible in reflection captures. | PrimitiveSceneProxy.h | |
| bVisibleInSceneCaptureOnly | uint8 | This primitive is only visible in Scene Capture | PrimitiveSceneProxy.h | |
| ComponentForDebuggingOnly | const UPrimitiveComponent * | The UPrimitiveComponent this proxy is for, useful for quickly inspecting properties on the corresponding component while debugging. | PrimitiveSceneProxy.h | |
| CustomDepthStencilValue | uint8 | Optionally write this stencil value during the CustomDepth pass | PrimitiveSceneProxy.h | |
| CustomDepthStencilWriteMask | TEnumAsByte< EStencilMask > | When writing custom depth stencil, use this write mask | PrimitiveSceneProxy.h | |
| CustomPrimitiveData | FCustomPrimitiveData | Custom primitive data | PrimitiveSceneProxy.h | |
| DrawInAnyEditMode | uint32 | Whether this should only draw in any editing mode | PrimitiveSceneProxy.h | |
| DrawInEditor | uint8 | PrimitiveSceneProxy.h | ||
| DrawInGame | uint8 | PrimitiveSceneProxy.h | ||
| HiddenEditorViews | uint64 | A copy of the actor's group membership for handling per-view group hiding | PrimitiveSceneProxy.h | |
| InstanceSceneDataBuffersInternal | const FInstanceSceneDataBuffers * | Never use directly in descendant or implementation except for very good reason. | PrimitiveSceneProxy.h | |
| LevelName | FName | The name of the level the primitive is in. | PrimitiveSceneProxy.h | |
| LightingChannelMask | uint8 | PrimitiveSceneProxy.h | ||
| LightmapType | ELightmapType | PrimitiveSceneProxy.h | ||
| LocalBounds | FBoxSphereBounds | The primitive's local space bounds. | PrimitiveSceneProxy.h | |
| LocalToWorld | FMatrix | The primitive's local to world transform. | PrimitiveSceneProxy.h | |
| MeshDrawCommandStatsCategory | FName | Category name for this primitive in the mesh draw stat collection. | PrimitiveSceneProxy.h | |
| Mobility | TEnumAsByte< EComponentMobility::Type > | PrimitiveSceneProxy.h | ||
| NumUncachedStaticLightingInteractions | int32 | How many invalid lights for this primitive, just refer for scene outliner | PrimitiveSceneProxy.h | |
| OverlayColor | FColor | Color to blend over the object as an overlay in the viewport | PrimitiveSceneProxy.h | |
| OwnerName | FName | The name of the actor this component is attached to. | PrimitiveSceneProxy.h | |
| Owners | TArray< uint32 > | The hierarchy of owners of this primitive. This array contains the unique id of actors. | PrimitiveSceneProxy.h | |
| PrimitiveColor | FLinearColor | PrimitiveSceneProxy.h | ||
| PrimitiveComponentId | FPrimitiveComponentId | Id for the component this proxy belongs to. | PrimitiveSceneProxy.h | |
| PrimitiveSceneInfo | FPrimitiveSceneInfo * | Pointer back to the PrimitiveSceneInfo that owns this Proxy. | PrimitiveSceneProxy.h | |
| PSOPrecacheRequestsToBoostOnDraw | TArray< FMaterialPSOPrecacheRequestID > | The pso precache request IDs that will be boosted to the highest priority when drawn. | PrimitiveSceneProxy.h | |
| RayTracingGroupCullingPriority | uint8 | PrimitiveSceneProxy.h | ||
| RayTracingGroupId | int32 | Run-time groups of proxies. | PrimitiveSceneProxy.h | |
| ResourceName | FName | The name of the resource used by the component. | PrimitiveSceneProxy.h | |
| Scene | FSceneInterface * | The scene the primitive is in. | PrimitiveSceneProxy.h | |
| SelectionOutlineColorIndex | uint32 | Index of the color to use for the object's outline | PrimitiveSceneProxy.h | |
| StaticDepthPriorityGroup | uint8 | DPG this prim belongs to. | PrimitiveSceneProxy.h | |
| StatId | TStatId | Used for dynamic stats | PrimitiveSceneProxy.h | |
| TranslucencySortDistanceOffset | float | Translucent sort distance offset | PrimitiveSceneProxy.h | |
| TranslucencySortPriority | int16 | The translucency sort priority | PrimitiveSceneProxy.h | |
| UniformBuffer | TUniformBufferRef< FPrimitiveUniformShaderParameters > | The primitive's uniform buffer. | PrimitiveSceneProxy.h | |
| UsedMaterialsForVerification | TArray< UMaterialInterface * > | PrimitiveSceneProxy.h | ||
| ViewOwnerDepthPriorityGroup | uint8 | DPG this primitive is rendered in when viewed by its owner. | PrimitiveSceneProxy.h | |
| VisibilityId | int32 | Used for precomputed visibility | PrimitiveSceneProxy.h | |
| WireframeColor | FLinearColor | PrimitiveSceneProxy.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void AcceptOcclusionResults
(
const FSceneView* View, |
Gives the primitive the results of sub-occlusion-queries | PrimitiveSceneProxy.h | |
bool AffectsDistanceFieldLighting() |
PrimitiveSceneProxy.h | ||
bool AffectsDynamicIndirectLighting() |
PrimitiveSceneProxy.h | ||
bool AffectsIndirectLightingWhileHidden() |
PrimitiveSceneProxy.h | ||
bool AllowApproximateOcclusion() |
PrimitiveSceneProxy.h | ||
virtual bool AllowInstanceCullingOcclusionQueries() |
PrimitiveSceneProxy.h | ||
bool AlwaysHasVelocity () |
Returns true if this proxy should write velocity even when the transform isn't changing. | PrimitiveSceneProxy.h | |
bool AnyMaterialAlwaysEvaluatesWorldPositionOffset() |
PrimitiveSceneProxy.h | ||
bool AnyMaterialHasPixelAnimation() |
PrimitiveSceneProxy.h | ||
bool AnyMaterialHasWorldPositionOffset() |
PrimitiveSceneProxy.h | ||
bool AnyMaterialUsesMotionVectorWorldOffset() |
PrimitiveSceneProxy.h | ||
bool AnyMaterialUsesTemporalResponsiveness() |
PrimitiveSceneProxy.h | ||
virtual void ApplyLateUpdateTransform
(
FRHICommandListBase& RHICmdList, |
Applies a "late in the frame" adjustment to the proxy's existing transform | PrimitiveSceneProxy.h | |
virtual void ApplyViewDependentMeshArguments
(
const FSceneView& View, |
Gives the primitive an opportunity to override MeshBatch arguments for a specific View Only called for a MeshBatch with a bViewDependentArguments property set | PrimitiveSceneProxy.h | |
virtual void ApplyWorldOffset
(
FRHICommandListBase& RHICmdList, |
Shifts primitive position and all relevant data by an arbitrary delta. | PrimitiveSceneProxy.h | |
void BoostPrecachedPSORequestsOnDraw() |
PrimitiveSceneProxy.h | ||
void BuildUniformShaderParameters
(
FPrimitiveUniformShaderParametersBuilder& Builder |
Apply the unform shader parameter settings for the proxy to the builder. | PrimitiveSceneProxy.h | |
virtual bool CanApplyStreamableRenderAssetScaleFactor() |
PrimitiveSceneProxy.h | ||
virtual bool CanBeOccluded() |
PrimitiveSceneProxy.h | ||
bool CanSkipRedundantTransformUpdates() |
PrimitiveSceneProxy.h | ||
bool CastsCapsuleDirectShadow() |
PrimitiveSceneProxy.h | ||
bool CastsCinematicShadow() |
PrimitiveSceneProxy.h | ||
bool CastsContactShadow() |
PrimitiveSceneProxy.h | ||
bool CastsDeepShadow() |
PrimitiveSceneProxy.h | ||
bool CastsDynamicIndirectShadow() |
PrimitiveSceneProxy.h | ||
bool CastsDynamicShadow() |
PrimitiveSceneProxy.h | ||
bool CastsFarShadow() |
PrimitiveSceneProxy.h | ||
bool CastsHiddenShadow() |
PrimitiveSceneProxy.h | ||
bool CastsInsetShadow() |
PrimitiveSceneProxy.h | ||
bool CastsSelfShadowOnly() |
PrimitiveSceneProxy.h | ||
bool CastsShadowAsTwoSided() |
PrimitiveSceneProxy.h | ||
bool CastsStaticShadow() |
PrimitiveSceneProxy.h | ||
bool CastsVolumetricTranslucentShadow() |
PrimitiveSceneProxy.h | ||
virtual HHitProxy * CreateHitProxies
(
IPrimitiveComponent* ComponentInterface, |
Creates the hit proxies are used when DrawDynamicElements is called. Called in the game thread. | PrimitiveSceneProxy.h | |
virtual HHitProxy * CreateHitProxies
(
UPrimitiveComponent* Component, |
All FPrimitiveSceneProxy derived classes can decide to fully override the HHitProxy creation, or add their own and call any of their base classes to add theirs. | PrimitiveSceneProxy.h | |
virtual void CreateRenderThreadResources
(
FRHICommandListBase& RHICmdList |
Called when the rendering thread adds the proxy to the scene. | PrimitiveSceneProxy.h | |
virtual void DestroyRenderThreadResources () |
Called when the rendering thread removes the proxy from the scene. | PrimitiveSceneProxy.h | |
| Returns true to inform scene update that the mesh batches produced makes use of the (GPU)Scene instance count, and thus don't require recaching if the instance count changed. | PrimitiveSceneProxy.h | ||
bool DoesVFRequirePrimitiveUniformBuffer() |
PrimitiveSceneProxy.h | ||
virtual void DrawStaticElements
(
FStaticPrimitiveDrawInterface* PDI |
Draws the primitive's static elements. | PrimitiveSceneProxy.h | |
bool DrawsVelocity() |
Returns true if this proxy can write velocity. This is used for setting velocity relevance. | PrimitiveSceneProxy.h | |
bool EvaluateWorldPositionOffset() |
PrimitiveSceneProxy.h | ||
virtual void GatherSimpleLights
(
const FSceneViewFamily& ViewFamily, |
Callback from the renderer to gather simple lights that this proxy wants renderered. | PrimitiveSceneProxy.h | |
float GetAbsMaxDisplacement() |
PrimitiveSceneProxy.h | ||
const FVector & GetActorPosition() |
PrimitiveSceneProxy.h | ||
SIZE_T GetAllocatedSize() |
PrimitiveSceneProxy.h | ||
virtual float GetAnimationMinScreenSize() |
Return < 0.0f to indicate no cutoff, 0.0f to use the global default and any value > 0.0f to indicate the relative screen space footprint size below which to stop animations. | PrimitiveSceneProxy.h | |
const FBoxSphereBounds & GetBounds() |
PrimitiveSceneProxy.h | ||
virtual uint8 GetCurrentFirstLODIdx_RenderThread() |
PrimitiveSceneProxy.h | ||
uint8 GetCustomDepthStencilValue() |
PrimitiveSceneProxy.h | ||
virtual const FColorVertexBuffer * GetCustomHitProxyIdBuffer() |
Allows a scene proxy to override hit proxy ids and generate more than one hit proxy id per draw call Useful for sub-section selection (faces, vertices, bones, etc) | PrimitiveSceneProxy.h | |
virtual FBoxSphereBounds GetCustomOcclusionBounds() |
Return the custom occlusion bounds for this scene proxy. | PrimitiveSceneProxy.h | |
const FCustomPrimitiveData * GetCustomPrimitiveData() |
Get the custom primitive data for this scene proxy. | PrimitiveSceneProxy.h | |
ESceneDepthPriorityGroup GetDepthPriorityGroup
(
const FSceneView* View |
Determines the DPG to render the primitive in for the given view. | PrimitiveSceneProxy.h | |
virtual FDesiredLODLevel GetDesiredLODLevel_RenderThread
(
const FSceneView* View |
PrimitiveSceneProxy.h | ||
virtual void GetDistanceFieldAtlasData
(
const FDistanceFieldVolumeData*& OutDistanceFieldData, |
PrimitiveSceneProxy.h | ||
virtual void GetDistanceFieldInstanceData
(
TArray< FRenderTransform >& InstanceLocalToPrimitiveTransforms |
PrimitiveSceneProxy.h | ||
float GetDynamicIndirectShadowMinVisibility() |
PrimitiveSceneProxy.h | ||
virtual void GetDynamicMeshElements
(
const TArray< const FSceneView* >& Views, |
Gathers the primitive's dynamic mesh elements. | PrimitiveSceneProxy.h | |
virtual float GetGpuLodInstanceRadius () |
Returns the instance radius to use for per instance GPU LOD calculation. | PrimitiveSceneProxy.h | |
virtual void GetHeightfieldRepresentation
(
UTexture2D*& OutHeightmapTexture, |
PrimitiveSceneProxy.h | ||
EIndirectLightingCacheQuality GetIndirectLightingCacheQuality() |
PrimitiveSceneProxy.h | ||
FInstanceDataBufferHeader GetInstanceDataHeader() |
PrimitiveSceneProxy.h | ||
virtual FInstanceDataUpdateTaskInfo * GetInstanceDataUpdateTaskInfo () |
Return a pointer to a class that can be used to guard access to instance data that is being updated by a task. | PrimitiveSceneProxy.h | |
virtual bool GetInstanceDrawDistanceMinMax
(
FVector2f& OutDistanceMinMax |
Retrieves the instance draw distance range (mostly only used by objects whose instances are culled on the GPU) | PrimitiveSceneProxy.h | |
const FInstanceSceneDataBuffers * GetInstanceSceneDataBuffers
(
EInstanceBufferAccessFlags AccessFlags |
Get the instance data view, which may be null for uninstanced primitives. | PrimitiveSceneProxy.h | |
virtual bool GetInstanceWorldPositionOffsetDisableDistance
(
float& OutWPODisableDistance |
Retrieves the per-instance world position offset disable distance | PrimitiveSceneProxy.h | |
virtual void GetLCIs
(
FLCIArray& LCIs |
PrimitiveSceneProxy.h | ||
FName GetLevelName() |
PrimitiveSceneProxy.h | ||
uint8 GetLightingChannelMask() |
PrimitiveSceneProxy.h | ||
uint8 GetLightingChannelStencilValue() |
PrimitiveSceneProxy.h | ||
virtual int32 GetLightMapCoordinateIndex () |
Get the lightmap UV coordinate index for this primitive. | PrimitiveSceneProxy.h | |
virtual int32 GetLightMapResolution() |
Get the lightmap resolution for this primitive. Used in VMI_LightmapDensity. | PrimitiveSceneProxy.h | |
ELightmapType GetLightmapType() |
PrimitiveSceneProxy.h | ||
virtual void GetLightRelevance
(
const FLightSceneProxy* LightSceneProxy, |
Determines the relevance of this primitive's elements to the given light. | PrimitiveSceneProxy.h | |
const FBoxSphereBounds & GetLocalBounds() |
PrimitiveSceneProxy.h | ||
const FMatrix & GetLocalToWorld() |
PrimitiveSceneProxy.h | ||
virtual int32 GetLOD
(
const FSceneView* View |
Returns the LOD that the primitive will render at for this view. | PrimitiveSceneProxy.h | |
virtual float GetLodScreenSizeScale() |
Returns a scale to apply to ScreenSize used in LOD calculation. | PrimitiveSceneProxy.h | |
virtual uint32 GetMaterialCacheDescriptor() |
Get the descriptor of the material cache, may be invalid if none allocated | PrimitiveSceneProxy.h | |
virtual bool GetMaterialTextureScales
(
int32 LODIndex, |
Get mesh UV density for a LOD-section. | PrimitiveSceneProxy.h | |
float GetMaxDrawDistance() |
PrimitiveSceneProxy.h | ||
float GetMaxWorldPositionOffsetExtent() |
PrimitiveSceneProxy.h | ||
uint32 GetMemoryFootprint() |
Every derived class should override these functions | PrimitiveSceneProxy.h | |
virtual const FCardRepresentationData * GetMeshCardRepresentation() |
PrimitiveSceneProxy.h | ||
virtual void GetMeshDescription
(
int32 LODIndex, |
Gathers a description of the mesh elements to be rendered for the given LOD index, without consideration for views. | PrimitiveSceneProxy.h | |
FName GetMeshDrawCommandStatsCategory() |
PrimitiveSceneProxy.h | ||
virtual FUintVector2 GetMeshPaintTextureDescriptor() |
PrimitiveSceneProxy.h | ||
virtual bool GetMeshUVDensities
(
int32 LODIndex, |
Get mesh UV density for a LOD-section. | PrimitiveSceneProxy.h | |
float GetMinDrawDistance() |
PrimitiveSceneProxy.h | ||
const FVector2f & GetMinMaxMaterialDisplacement() |
PrimitiveSceneProxy.h | ||
virtual void GetNaniteResourceInfo
(
uint32& ResourceID, |
PrimitiveSceneProxy.h | ||
int32 GetNumUncachedStaticLightingInteractions() |
PrimitiveSceneProxy.h | ||
virtual const TArray< FBoxSphereBounds > * GetOcclusionQueries
(
const FSceneView* View |
Gets the boxes for sub occlusion queries | PrimitiveSceneProxy.h | |
FColor GetOverlayColor() |
PrimitiveSceneProxy.h | ||
FName GetOwnerName() |
PrimitiveSceneProxy.h | ||
virtual void GetPreSkinnedLocalBounds
(
FBoxSphereBounds& OutBounds |
PrimitiveSceneProxy.h | ||
FLinearColor GetPrimitiveColor() |
PrimitiveSceneProxy.h | ||
FPrimitiveComponentId GetPrimitiveComponentId() |
PrimitiveSceneProxy.h | ||
virtual bool GetPrimitiveDistance
(
int32 LODIndex, |
Get primitive distance to view origin for a given LOD-section. | PrimitiveSceneProxy.h | |
FPrimitiveSceneInfo * GetPrimitiveSceneInfo() |
PrimitiveSceneProxy.h | ||
uint8 GetRayTracingGroupCullingPriority() |
PrimitiveSceneProxy.h | ||
int32 GetRayTracingGroupId() |
PrimitiveSceneProxy.h | ||
virtual FRenderCurveResourceData * GetRenderCurveResourceData() |
PrimitiveSceneProxy.h | ||
FName GetResourceName() |
PrimitiveSceneProxy.h | ||
const TArray< int32 > & GetRuntimeVirtualTextureIds() |
PrimitiveSceneProxy.h | ||
FSceneInterface & GetScene() |
Accessors. | PrimitiveSceneProxy.h | |
uint8 GetSelectionOutlineColorIndex() |
PrimitiveSceneProxy.h | ||
EShadowCacheInvalidationBehavior GetShadowCacheInvalidationBehavior() |
PrimitiveSceneProxy.h | ||
virtual void GetShadowShapes
(
FVector PreViewTranslation, |
Gathers shadow shapes from this proxy. | PrimitiveSceneProxy.h | |
virtual FSkinningSceneExtensionProxy * GetSkinningSceneExtensionProxy() |
PrimitiveSceneProxy.h | ||
virtual TConstArrayView< FPrimitiveComponentId > GetSourceLandscapeComponentIds() |
PrimitiveSceneProxy.h | ||
| Determines the DPG to render the primitive in regardless of view. | PrimitiveSceneProxy.h | ||
TStatId GetStatId() |
PrimitiveSceneProxy.h | ||
EStencilMask GetStencilWriteMask() |
PrimitiveSceneProxy.h | ||
virtual void GetStreamableRenderAssetInfo
(
const FBoxSphereBounds& PrimitiveBounds, |
PrimitiveSceneProxy.h | ||
float GetTranslucencySortDistanceOffset() |
PrimitiveSceneProxy.h | ||
int16 GetTranslucencySortPriority() |
PrimitiveSceneProxy.h | ||
SIZE_T GetTypeHash() |
Return a type (or subtype) specific hash for sorting purposes | PrimitiveSceneProxy.h | |
FRHIUniformBuffer * GetUniformBuffer() |
PrimitiveSceneProxy.h | ||
virtual FPrimitiveViewRelevance GetViewRelevance
(
const FSceneView* View |
Determines the relevance of this primitive's elements to the given view. | PrimitiveSceneProxy.h | |
int32 GetVirtualTextureCullMips() |
PrimitiveSceneProxy.h | ||
int32 GetVirtualTextureLodBias() |
PrimitiveSceneProxy.h | ||
int32 GetVirtualTextureMinCoverage() |
PrimitiveSceneProxy.h | ||
int32 GetVisibilityId() |
PrimitiveSceneProxy.h | ||
FLinearColor GetWireframeColor() |
PrimitiveSceneProxy.h | ||
virtual bool HasCustomOcclusionBounds() |
Returns whether the proxy utilizes custom occlusion bounds or not | PrimitiveSceneProxy.h | |
bool HasDeformableMesh () |
Returns true if this proxy has any deformable mesh, meaning the mesh is animated e.g., by deforming the vertices through skinning, morphing or some procedural update. | PrimitiveSceneProxy.h | |
virtual bool HasDistanceFieldRepresentation() |
PrimitiveSceneProxy.h | ||
virtual bool HasDynamicIndirectShadowCasterRepresentation() |
PrimitiveSceneProxy.h | ||
bool HasDynamicTransform() |
Returns true if this proxy can change transform so that we should cache previous transform for calculating velocity. | PrimitiveSceneProxy.h | |
bool HasInstanceDataBuffers() |
PrimitiveSceneProxy.h | ||
bool HasPerInstanceHitProxies() |
PrimitiveSceneProxy.h | ||
bool HasStaticLighting() |
PrimitiveSceneProxy.h | ||
virtual bool HasSubprimitiveOcclusionQueries() |
PrimitiveSceneProxy.h | ||
bool HasValidSettingsForStaticLighting() |
PrimitiveSceneProxy.h | ||
bool HasViewDependentDPG() |
PrimitiveSceneProxy.h | ||
virtual bool HeightfieldHasPendingStreaming() |
PrimitiveSceneProxy.h | ||
bool Holdout() |
PrimitiveSceneProxy.h | ||
bool IsAlwaysVisible() |
Returns whether this proxy is always visible. | PrimitiveSceneProxy.h | |
bool IsCollisionEnabled() |
PrimitiveSceneProxy.h | ||
bool IsCompatibleWithLumenCardSharing() |
PrimitiveSceneProxy.h | ||
virtual bool IsCullingReversedByComponent() |
PrimitiveSceneProxy.h | ||
virtual bool IsDetailMesh () |
Returns whether this proxy should be considered a "detail mesh". | PrimitiveSceneProxy.h | |
bool IsDrawnInEditor() |
Tell us if this proxy is drawn in editor. | PrimitiveSceneProxy.h | |
bool IsDrawnInGame() |
Tell us if this proxy is drawn in game. | PrimitiveSceneProxy.h | |
bool IsEditingLevelInstanceChild() |
PrimitiveSceneProxy.h | ||
bool IsEmissiveLightSource() |
PrimitiveSceneProxy.h | ||
bool IsFirstPerson() |
PrimitiveSceneProxy.h | ||
bool IsFirstPersonWorldSpaceRepresentation() |
PrimitiveSceneProxy.h | ||
bool IsForceHidden() |
PrimitiveSceneProxy.h | ||
bool IsForceMipStreaming() |
PrimitiveSceneProxy.h | ||
bool IsHeterogeneousVolume() |
Returns whether this proxy is a heterogeneous volume. | PrimitiveSceneProxy.h | |
bool IsHiddenInSceneCapture() |
PrimitiveSceneProxy.h | ||
bool IsHovered() |
PrimitiveSceneProxy.h | ||
bool IsIndividuallySelected() |
PrimitiveSceneProxy.h | ||
bool IsInstanceDataGPUOnly() |
Whether instance data only exists in the GPU Scene (instance data not present in CPU memory). | PrimitiveSceneProxy.h | |
bool IsLandscapeNaniteProxy() |
PrimitiveSceneProxy.h | ||
bool IsLandscapeProxy() |
PrimitiveSceneProxy.h | ||
bool IsLocalToWorldDeterminantNegative() |
PrimitiveSceneProxy.h | ||
bool IsLumenHeightfield() |
PrimitiveSceneProxy.h | ||
bool IsMeshShapeOftenMoving() |
PrimitiveSceneProxy.h | ||
bool IsMovable() |
PrimitiveSceneProxy.h | ||
bool IsNaniteMesh() |
Returns whether this proxy is a Nanite mesh. | PrimitiveSceneProxy.h | |
bool IsOftenMoving() |
PrimitiveSceneProxy.h | ||
bool IsOnlyOwnerSee() |
PrimitiveSceneProxy.h | ||
bool IsOpaqueOrMasked() |
PrimitiveSceneProxy.h | ||
bool IsOwnedBy
(
const FSceneViewOwner& Owner |
PrimitiveSceneProxy.h | ||
bool IsOwnerNoSee() |
PrimitiveSceneProxy.h | ||
bool IsParentSelected() |
PrimitiveSceneProxy.h | ||
bool IsRayTracingFarField() |
PrimitiveSceneProxy.h | ||
bool IsSelectable() |
PrimitiveSceneProxy.h | ||
bool IsSelected() |
PrimitiveSceneProxy.h | ||
bool IsShadowCast
(
const FSceneView* View |
PrimitiveSceneProxy.h | ||
bool IsShown
(
const FSceneView* View |
PrimitiveSceneProxy.h | ||
bool IsSkinnedMesh() |
PrimitiveSceneProxy.h | ||
bool IsSplineMesh() |
PrimitiveSceneProxy.h | ||
bool IsStatic() |
PrimitiveSceneProxy.h | ||
bool IsSupportingStreamableRenderAssetsGathering() |
PrimitiveSceneProxy.h | ||
virtual bool IsUsingDistanceCullFade() |
PrimitiveSceneProxy.h | ||
bool IsVisibleInLumenScene() |
PrimitiveSceneProxy.h | ||
bool IsVisibleInRayTracing() |
PrimitiveSceneProxy.h | ||
bool IsVisibleInRealTimeSkyCaptures() |
PrimitiveSceneProxy.h | ||
bool IsVisibleInReflectionCaptures() |
PrimitiveSceneProxy.h | ||
bool IsVisibleInSceneCaptureOnly() |
PrimitiveSceneProxy.h | ||
bool LightAttachmentsAsGroup() |
PrimitiveSceneProxy.h | ||
bool NeedsUnbuiltPreviewLighting() |
PrimitiveSceneProxy.h | ||
virtual void OnDetachLight
(
const FLightSceneInfo* Light |
Called by the rendering thread to notify the proxy when a light is no longer associated with the proxy, so that it can clean up any cached resources. | PrimitiveSceneProxy.h | |
virtual void OnTransformChanged
(
FRHICommandListBase& RHICmdList |
Called to notify the proxy when its transform has been updated. | PrimitiveSceneProxy.h | |
const bool ReceivesDecals() |
PrimitiveSceneProxy.h | ||
void RenderBounds
(
FPrimitiveDrawInterface* PDI, |
Helper for components that want to render bounds. | PrimitiveSceneProxy.h | |
void ResetSceneVelocity_GameThread() |
Enqueue and update for the render thread to remove the velocity data for this component from the scene. | PrimitiveSceneProxy.h | |
void SetCanSkipRedundantTransformUpdates
(
bool bCanSkip |
Set whether the proxy can skip redundant transform updates where applicable. | PrimitiveSceneProxy.h | |
void SetCollisionEnabled_GameThread
(
const bool bNewEnabled |
Set the collision flag on the scene proxy to enable/disable collision drawing | PrimitiveSceneProxy.h | |
void SetCollisionEnabled_RenderThread
(
const bool bNewEnabled |
Set the collision flag on the scene proxy to enable/disable collision drawing (RENDER THREAD) | PrimitiveSceneProxy.h | |
void SetCustomDepthEnabled_GameThread
(
const bool bInRenderCustomDepth |
Set the custom depth enabled flag | PrimitiveSceneProxy.h | |
void SetCustomDepthEnabled_RenderThread
(
const bool bInRenderCustomDepth |
Set the custom depth enabled flag (RENDER THREAD) | PrimitiveSceneProxy.h | |
void SetCustomDepthStencilValue_GameThread
(
const int32 InCustomDepthStencilValue |
Set the custom depth stencil value | PrimitiveSceneProxy.h | |
void SetCustomDepthStencilValue_RenderThread
(
const int32 InCustomDepthStencilValue |
Set the custom depth stencil value (RENDER THREAD) | PrimitiveSceneProxy.h | |
virtual void SetDebugMassData
(
const TArray< FDebugMassData >& InDebugMassData |
Sets the primitive proxy's mass space to component space. | PrimitiveSceneProxy.h | |
void SetDistanceFieldSelfShadowBias_RenderThread
(
float NewBias |
PrimitiveSceneProxy.h | ||
void SetDrawDistance_RenderThread
(
float MinDrawDistance, |
PrimitiveSceneProxy.h | ||
void SetDrawnInGame_RenderThread
(
bool bInDrawInGame |
Set the drawn in game flag, from the render thread. Set the draw in game flag (RENDER THREAD) | PrimitiveSceneProxy.h | |
void SetEvaluateWorldPositionOffset_GameThread
(
bool bEvaluate |
Enqueue updated setting for evaluation of World Position Offset. | PrimitiveSceneProxy.h | |
void SetHiddenEdViews_GameThread
(
uint64 InHiddenEditorViews |
Updates the hidden editor view visibility map on the game thread which just enqueues a command on the render thread | PrimitiveSceneProxy.h | |
void SetHovered_GameThread
(
const bool bInHovered |
Updates hover state for the primitive proxy. | PrimitiveSceneProxy.h | |
virtual void SetInstanceCullDistance_RenderThread
(
float StartCullDistance, |
PrimitiveSceneProxy.h | ||
void SetIsBeingMovedByEditor_GameThread
(
bool bIsBeingMoved |
Enqueue and update for the render thread to notify it that the editor is currently moving the owning component with gizmos. | PrimitiveSceneProxy.h | |
void SetLevelInstanceEditingState_GameThread
(
const bool bInEditingState |
Updates the LevelInstance editing state for the primitive proxy. | PrimitiveSceneProxy.h | |
void SetLightingChannels_GameThread
(
FLightingChannels LightingChannels |
Updates the lighting channels for the primitive proxy. | PrimitiveSceneProxy.h | |
void SetOverlayColor_GameThread
(
FColor OverlayColor |
Enqueue updated overlay color for the render thread to use. | PrimitiveSceneProxy.h | |
void SetPrimitiveColor
(
const FLinearColor& InPrimitiveColor |
PrimitiveSceneProxy.h | ||
void SetPrimitiveColor_GameThread
(
const FLinearColor& InPrimitiveColor |
Enqueue and update for the render thread to notify it that the primitive color changed. | PrimitiveSceneProxy.h | |
void SetPSORequestsToBoostOnDraw
(
const TArray< FMaterialPSOPrecacheRequestID >& PSORequestsToBoostOnDrawIN |
PrimitiveSceneProxy.h | ||
void SetSelection_GameThread
(
const bool bInParentSelected, |
Updates selection for the primitive proxy. | PrimitiveSceneProxy.h | |
void SetSelectionOutlineColorIndex_GameThread
(
uint8 ColorIndex |
Enqueue updated selection outline color for the render thread to use. | PrimitiveSceneProxy.h | |
void SetSelectionOverride_GameThread
(
bool bForceSelection |
Force the proxy to render as though it is selected. Shows outlines and overlays. | PrimitiveSceneProxy.h | |
void SetUsedMaterialForVerification
(
const TArray< UMaterialInterface* >& InUsedMaterialsForVerification |
This function exist only to perform an update of the UsedMaterialsForVerification on the render thread | PrimitiveSceneProxy.h | |
void SetWireframeColor
(
const FLinearColor& InWireframeColor |
PrimitiveSceneProxy.h | ||
virtual void SetWorldPositionOffsetDisableDistance_GameThread
(
int32 NewValue |
PrimitiveSceneProxy.h | ||
bool ShouldNotifyOnWorldAddRemove() |
PrimitiveSceneProxy.h | ||
bool ShouldReceiveMobileCSMShadows() |
PrimitiveSceneProxy.h | ||
bool ShouldRenderCustomDepth() |
PrimitiveSceneProxy.h | ||
bool ShouldRenderInDepthPass() |
PrimitiveSceneProxy.h | ||
bool ShouldRenderInMainPass() |
PrimitiveSceneProxy.h | ||
bool ShouldUseAsOccluder() |
PrimitiveSceneProxy.h | ||
virtual bool ShowInBSPSplitViewmode() |
PrimitiveSceneProxy.h | ||
bool SinglePassGDME() |
PrimitiveSceneProxy.h | ||
bool StaticElementsAlwaysUseProxyPrimitiveUniformBuffer() |
PrimitiveSceneProxy.h | ||
virtual bool StaticMeshHasPendingStreaming() |
PrimitiveSceneProxy.h | ||
bool SupportsDistanceFieldRepresentation() |
PrimitiveSceneProxy.h | ||
bool SupportsGPUScene() |
Returns true if all meshes drawn by this proxy support GPU scene. | PrimitiveSceneProxy.h | |
bool SupportsHeightfieldRepresentation() |
PrimitiveSceneProxy.h | ||
bool SupportsInstanceDataBuffer() |
PrimitiveSceneProxy.h | ||
bool SupportsMaterialCache() |
PrimitiveSceneProxy.h | ||
bool SupportsParallelGDME() |
PrimitiveSceneProxy.h | ||
bool SupportsParallelGDRTI() |
PrimitiveSceneProxy.h | ||
bool SupportsSortedTriangles() |
PrimitiveSceneProxy.h | ||
bool TreatAsBackgroundForOcclusion() |
PrimitiveSceneProxy.h | ||
void UpdateUniformBuffer
(
FRHICommandList& RHICmdList |
Updates the primitive proxy's uniform buffer. | PrimitiveSceneProxy.h | |
bool UseEditorCompositing
(
const FSceneView* View |
PrimitiveSceneProxy.h | ||
bool UseSingleSampleShadowFromStationaryLights() |
PrimitiveSceneProxy.h | ||
bool VerifyUsedMaterial
(
const FMaterialRenderProxy* MaterialRenderProxy |
Verifies that a material used for rendering was present in the component's GetUsedMaterials list. | PrimitiveSceneProxy.h | |
bool WantsEditorEffects() |
PrimitiveSceneProxy.h | ||
bool WantsSelectionOutline() |
PrimitiveSceneProxy.h | ||
bool WillEverBeLit() |
PrimitiveSceneProxy.h | ||
bool WritesVirtualTexture () |
PrimitiveSceneProxy.h | ||
bool WritesVirtualTexture
(
URuntimeVirtualTexture* VirtualTexture |
PrimitiveSceneProxy.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool DrawInRuntimeVirtualTextureOnly
(
bool bEditor |
Returns true if a primitive should currently be hidden because it is drawn only to the runtime virtual texture. | PrimitiveSceneProxy.h | |
void EnableGPUSceneSupportFlags() |
Call during setup to set flags to indicate GPU-Scene support for the proxy if GPU-Scene is enabled & supported for the current feature level. | PrimitiveSceneProxy.h | |
bool IsRuntimeVirtualTextureOnly() |
Returns true if a primitive can never be rendered outside of a runtime virtual texture. | PrimitiveSceneProxy.h | |
virtual void OnEvaluateWorldPositionOffsetChanged_RenderThread() |
Allows child implementations to do render-thread work when bEvaluateWorldPositionOffset changes | PrimitiveSceneProxy.h | |
virtual void OnForceHiddenChanged() |
PrimitiveSceneProxy.h | ||
void OnLevelAddedToWorld_RenderThread () |
Called to notify the proxy that the level has been fully added to the world and the primitive will now be rendered. | PrimitiveSceneProxy.h | |
| Called to notify the proxy that the level has been fully removed from the world and the primitive will not be rendered. | PrimitiveSceneProxy.h | ||
void OverrideOwnerName
(
FName InOwnerName |
Allow subclasses to override the primitive name. Used primarily by BSP. | PrimitiveSceneProxy.h | |
FRenderBounds PadInstanceLocalBounds
(
const FRenderBounds& InBounds |
PrimitiveSceneProxy.h | ||
void SetForceHidden
(
bool bForceHiddenIn |
PrimitiveSceneProxy.h | ||
void SetHovered_RenderThread
(
const bool bInHovered |
Updates hover state for the primitive proxy. | PrimitiveSceneProxy.h | |
void SetLevelInstanceEditingState_RenderThread
(
const bool bInLevelInstanceEditingState |
Updates LevelInstance editing state for the primitive proxy. | PrimitiveSceneProxy.h | |
void SetSelection_RenderThread
(
const bool bInParentSelected, |
Updates selection for the primitive proxy. | PrimitiveSceneProxy.h | |
void SetupInstanceSceneDataBuffers
(
const FInstanceSceneDataBuffers* InInstanceSceneDataBuffers |
PrimitiveSceneProxy.h | ||
virtual void UpdateInstances_RenderThread
(
FRHICommandListBase& RHICmdList, |
Called on the render thread for a proxy that has an instance data update, the buffers are updated asynchronously so it is unclear what this should do, except update legacy data if needed. | PrimitiveSceneProxy.h | |
virtual void UpdateInstances_RenderThread
(
FRHICommandListBase& RHICmdList, |
PrimitiveSceneProxy.h | ||
void UpdateVisibleInLumenScene () |
Updates bVisibleInLumen, which indicated whether a primitive should be tracked by Lumen scene. | PrimitiveSceneProxy.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static void DrawArc
(
FPrimitiveDrawInterface* PDI, |
Drawing helper. Draws nice bouncy line. | PrimitiveSceneProxy.h | |
static void DrawArrowHead
(
FPrimitiveDrawInterface* PDI, |
PrimitiveSceneProxy.h |