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API > API/Runtime > API/Runtime/Engine
Inheritance Hierarchy
- FPrimitiveSceneProxy
- FDebugRenderSceneProxy
- FParticleSystemSceneProxy
- FSkeletalMeshSceneProxy
- FStaticMeshSceneProxy
- FInstancedStaticMeshSceneProxy
- FHierarchicalStaticMeshSceneProxy
- FSplineMeshSceneProxy
References
| Module | Engine |
| Header | /Engine/Source/Runtime/Engine/Public/PrimitiveSceneProxy.h |
| Include | #include "PrimitiveSceneProxy.h" |
Syntax
class FPrimitiveSceneProxy
Remarks
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.
Variables
| Type | Name | Description | |
|---|---|---|---|
| uint8: 1 | bAffectDistanceFieldLighting | ||
| uint8: 1 | bAffectDynamicIndirectLighting | True if the primitive influences dynamic indirect lighting. | |
| uint8: 1 | bAffectIndirectLightingWhileHidden | True if the primitive should affect indirect lighting even when hidden. | |
| uint8: 1 | bAllowApproximateOcclusion | If this is True, this primitive doesn't need exact occlusion info. | |
| uint8: 1 | bAlwaysHasVelocity | Whether the primitive should always be considered to have velocities, even if it hasn't moved. | |
| uint8: 1 | bAnyMaterialAlwaysEvaluatesWorldPositionOffset | Whether the primitive has any materials that must ALWAYS evaluate World Position Offset. | |
| uint8: 1 | bAnyMaterialHasPixelAnimation | Whether the primitive has any materials that must ALWAYS evaluate World Position Offset. | |
| uint8: 1 | bAnyMaterialHasWorldPositionOffset | Whether the primitive has any materials with World Position Offset. | |
| uint8: 1 | bCanSkipRedundantTransformUpdates | Whether this component can skip redundant transform updates where applicable. | |
| uint8: 1 | bCastCapsuleDirectShadow | Whether the primitive should use capsules for direct shadowing, if present. Forces inset shadows. | |
| uint8: 1 | bCastCinematicShadow | Whether this component should create a per-object shadow that gives higher effective shadow resolution. | |
| uint8: 1 | bCastContactShadow | Whether the object should cast a contact shadow | |
| uint8: 1 | bCastDeepShadow | Whether the object should cast a deep shadow | |
| uint8: 1 | bCastDynamicShadow | True if the primitive casts dynamic shadows. | |
| uint8: 1 | bCastFarShadow | When enabled, the component will be rendering into the distant shadow cascades (only for directional lights). | |
| uint8: 1 | bCastHiddenShadow | True if the primitive casts shadows even when hidden. | |
| uint8: 1 | bCastInsetShadow | Whether this component should create a per-object shadow that gives higher effective shadow resolution. | |
| uint8: 1 | bCastsDynamicIndirectShadow | Whether the primitive should use an inset indirect shadow from capsules or mesh distance fields. | |
| uint8: 1 | bCastShadowAsTwoSided | Whether this primitive should cast dynamic shadows as if it were a two sided material. | |
| uint8: 1 | bCastStaticShadow | True if the primitive casts static shadows. | |
| uint8: 1 | bCastVolumetricTranslucentShadow | Whether the object should cast a volumetric translucent shadow. | |
| uint8: 1 | bDoesMeshBatchesUseSceneInstanceCount | Set to true to inform scene update that the MDCs produced may use the (GPU)Scene instance count, and thus don't require recaching if the instance count changed. | |
| uint8: 1 | bEmissiveLightSource | Whether the primitive will be used as an emissive light source. | |
| uint8: 1 | bEvaluateWorldPositionOffset | Whether the primitive should evaluate any World Position Offset. | |
| uint8: 1 | bGoodCandidateForCachedShadowmap | Whether this proxy's mesh is unlikely to be constantly changing. | |
| uint8: 1 | bHasDeformableMesh | True if the mesh representation is deformable (see HasDeformableMesh() above for more details). | |
| uint8: 1 | bHasValidSettingsForStaticLighting | True if the primitive wants to use static lighting, but has invalid content settings to do so. | |
| uint8: 1 | bHasWorldPositionOffsetVelocity | Whether the primitive has any materials with World Position Offset, and some conditions around velocity are met. | |
| uint8: 1 | bHoldout | If this is True, this primitive should render black with an alpha of 0, but all secondary effects (shadows, refletions, indirect lighting) should behave as usual. | |
| uint8: 1 | bIsAlwaysVisible | Whether this proxy is always visible. | |
| uint8: 1 | bIsFirstPerson | If this is True, this primitive is to be rendered as a first person view object | |
| uint8: 1 | bIsHeterogeneousVolume | Whether this proxy is a heterogeneous volume. | |
| uint8: 1 | bIsHierarchicalInstancedStaticMesh | Whether the primitive is a HierarchicalInstancedStaticMesh. | |
| uint8: 1 | bIsLandscapeGrass | Whether the primitive is landscape grass. | |
| uint8: 1 | bIsNaniteMesh | Whether this proxy is a Nanite mesh. | |
| uint8: 1 | bIsStaticMesh | Whether this proxy is a static mesh. | |
| uint8: 1 | bLightAttachmentsAsGroup | Whether to light this component and any attachments as a group. | |
| uint8: 1 | bNeedsUnbuiltPreviewLighting | Whether the primitive should be statically lit but has unbuilt lighting, and a preview should be used. | |
| uint8: 1 | bOpaqueOrMasked | Whether this component contains opaque materials (cached once from assigned material). | |
| uint8: 1 | bSelfShadowOnly | When enabled, the component will only cast a shadow on itself and not other components in the world. | |
| uint8: 1 | bShouldNotifyOnWorldAddRemove | Whether this primitive requires notification when its level is added to the world and made visible for the first time. | |
| uint8: 1 | bSinglePassGDME | Whether to call GetDynamicMeshElements a single time, instead of once per unique FSceneViewFamily. | |
| uint8: 1 | bSingleSampleShadowFromStationaryLights | Whether the whole component should be shadowed as one from stationary lights, which makes shadow receiving much cheaper. | |
| uint8: 1 | bSkinnedMesh | If this is True, this primitive is a skinned mesh | |
| uint8: 1 | bSplineMesh | If this is True, this primitive is a spline mesh | |
| uint8: 1 | bStaticElementsAlwaysUseProxyPrimitiveUniformBuffer | Whether this proxy always uses UniformBuffer and no other uniform buffers. | |
| uint8: 1 | bSupportsDistanceFieldRepresentation | Whether the primitive type supports a distance field representation. | |
| uint8: 1 | bSupportsGPUScene | True if all meshes (AKA all vertex factories) drawn by this proxy support GPU scene (default is false). | |
| uint8: 1 | bSupportsHeightfieldRepresentation | Whether the primitive implements GetHeightfieldRepresentation() | |
| uint8: 1 | bSupportsParallelGDME | Whether the proxy supports asynchronously calling GetDynamicMeshElements. | |
| uint8: 1 | bSupportsSortedTriangles | Whether the object support triangles when rendered with translucent material | |
| uint8: 1 | bVerifyUsedMaterials | ||
| uint8: 1 | bVFRequiresPrimitiveUniformBuffer | Whether this proxy ever draws with vertex factories that require a primitive uniform buffer. | |
| uint8: 1 | bVisibleInLumenScene | Whether this component should be tracked by Lumen Scene. | |
| uint8: 1 | bWantsEditorEffects | False by default, if true the proxy wants editor-only effects like outlines and overlays. | |
| uint8: 1 | bWantsSelectionOutline | True by default, if set to false will make given proxy never drawn with selection outline | |
| uint8: 1 | bWillEverBeLit | Can be set to false to skip some work only needed on lit primitives. | |
| FMaterialRelevance | CombinedMaterialRelevance | Cached material relevance available for GetMaterialRelevance call. | |
| TArray< FDebugMassData > | DebugMassData | ||
| float | DistanceFieldSelfShadowBias | ||
| float | DynamicIndirectShadowMinVisibility | Min visibility for capsule shadows. | |
| TEnumAsByte< EIndirectLightingCacheQuality > | IndirectLightingCacheQuality | Quality of interpolated indirect lighting for Movable components. | |
| float | MaxDrawDistance | The primitive's cull distance. | |
| float | MaxWPOExtent | Maximum distance of World Position Offset used by materials. | |
| float | MinDrawDistance | The primitive's minimum cull distance. | |
| FVector2f | MinMaxMaterialDisplacement | ||
| TArray< ERuntimeVirtualTextureMaterialType > | RuntimeVirtualTextureMaterialTypes | Set of unique runtime virtual texture material types referenced by RuntimeVirtualTextures. | |
| TArray< URuntimeVirtualTexture * > | RuntimeVirtualTextures | Array of runtime virtual textures that this proxy should render to. | |
| EShadowCacheInvalidationBehavior | ShadowCacheInvalidationBehavior | ||
| int8 | VirtualTextureCullMips | Number of low mips to skip when rendering to runtime virtual texture. | |
| int8 | VirtualTextureLodBias | Geometry Lod bias when rendering to runtime virtual texture. | |
| int8 | VirtualTextureMinCoverage | Log2 of minimum estimated pixel coverage before culling from runtime virtual texture. |
Constructors
| Type | Name | Description | |
|---|---|---|---|
FPrimitiveSceneProxy
(
FPrimitiveSceneProxy const& |
Copy constructor. | ||
FPrimitiveSceneProxy
(
const UPrimitiveComponent* InComponent, |
Initialization constructor. | ||
FPrimitiveSceneProxy
(
const FPrimitiveSceneProxyDesc& InDesc, |
Destructors
| Type | Name | Description | |
|---|---|---|---|
| Virtual destructor. |
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | AcceptOcclusionResults
(
const FSceneView* View, |
Gives the primitive the results of sub-occlusion-queries | |
| bool | |||
| bool | |||
| bool | |||
| bool | |||
| bool | |||
| bool | Returns true if this proxy should write velocity even when the transform isn't changing. | ||
| bool | |||
| bool | |||
| bool | |||
| void | ApplyLateUpdateTransform
(
FRHICommandListBase& RHICmdList, |
Applies a "late in the frame" adjustment to the proxy's existing transform | |
| void | ApplyLateUpdateTransform
(
const FMatrix& LateUpdateTransform |
||
| 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 | |
| void | ApplyWorldOffset
(
FRHICommandListBase& RHICmdList, |
Shifts primitive position and all relevant data by an arbitrary delta. | |
| void | ApplyWorldOffset
(
FVector InOffset |
||
| void | Apply the unform shader parameter settings for the proxy to the builder. | ||
| bool | |||
| bool | |||
| bool | |||
| bool | |||
| bool | |||
| bool | |||
| bool | |||
| bool | |||
| bool | |||
| bool | |||
| bool | |||
| bool | |||
| bool | |||
| bool | |||
| bool | |||
| HHitProxy * | CreateHitProxies
(
IPrimitiveComponent* ComponentInterface, |
Creates the hit proxies are used when DrawDynamicElements is called. Called in the game thread. | |
| 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. | |
| void | |||
| void | CreateRenderThreadResources
(
FRHICommandListBase& RHICmdList |
Called when the rendering thread adds the proxy to the scene. | |
| void | Called when the rendering thread removes the proxy from the scene. | ||
| bool | 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. | ||
| bool | |||
| void | DrawArc
(
FPrimitiveDrawInterface* PDI, |
Drawing helper. Draws nice bouncy line. | |
| void | DrawArrowHead
(
FPrimitiveDrawInterface* PDI, |
||
| bool | DrawInVirtualTextureOnly
(
bool bEditor |
Returns true if a primitive should currently be hidden because it is drawn only to the runtime virtual texture. | |
| void | Draws the primitive's static elements. | ||
| bool | Returns true if this proxy can write velocity. This is used for setting velocity relevance. | ||
| void | 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. | ||
| bool | |||
| void | GatherSimpleLights
(
const FSceneViewFamily& ViewFamily, |
Callback from the renderer to gather simple lights that this proxy wants renderered. | |
| float | |||
| const FVector & | |||
| SIZE_T | |||
| const FBoxSphereBounds & | GetBounds () |
||
| uint8 | |||
| uint8 | |||
| const FColorVertexBuffer * | 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) | ||
| FBoxSphereBounds | Return the custom occlusion bounds for this scene proxy. | ||
| const FCustomPrimitiveData * | Get the custom primitive data for this scene proxy. | ||
| ESceneDepthPriorityGroup | GetDepthPriorityGroup
(
const FSceneView* View |
Determines the DPG to render the primitive in for the given view. | |
| FDesiredLODLevel | GetDesiredLODLevel_RenderThread
(
const FSceneView* View |
||
| void | GetDistanceFieldAtlasData
(
const FDistanceFieldVolumeData*& OutDistanceFieldData, |
||
| void | GetDistanceFieldInstanceData
(
TArray< FRenderTransform >& InstanceLocalToPrimitiveTransforms |
||
| float | |||
| void | GetDynamicMeshElements
(
const TArray< const FSceneView* >& Views, |
Gathers the primitive's dynamic mesh elements. | |
| float | Returns the instance radius to use for per instance GPU LOD calculation. | ||
| void | GetHeightfieldRepresentation
(
UTexture2D*& OutHeightmapTexture, |
||
| EIndirectLightingCacheQuality | |||
| FInstanceDataBufferHeader | |||
| FInstanceDataUpdateTaskInfo * | Return a pointer to a class that can be used to guard access to instance data that is being updated by a task. | ||
| bool | GetInstanceDrawDistanceMinMax
(
FVector2f& OutDistanceMinMax |
Retrieves the instance draw distance range (mostly only used by objects whose instances are culled on the GPU) | |
| const FInstanceSceneDataBuffers * | GetInstanceSceneDataBuffers
(
EInstanceBufferAccessFlags AccessFlags |
Get the instance data view, which may be null for uninstanced primitives. | |
| bool | GetInstanceWorldPositionOffsetDisableDistance
(
float& OutWPODisableDistance |
Retrieves the per-instance world position offset disable distance | |
| void | |||
| FName | GetLevelName () |
||
| uint8 | |||
| uint8 | |||
| int32 | Get the lightmap UV coordinate index for this primitive. | ||
| int32 | Get the lightmap resolution for this primitive. Used in VMI_LightmapDensity. | ||
| ELightmapType | |||
| void | GetLightRelevance
(
const FLightSceneProxy* LightSceneProxy, |
Determines the relevance of this primitive's elements to the given light. | |
| const FBoxSphereBounds & | |||
| const FMatrix & | |||
| int32 | GetLOD
(
const FSceneView* View |
Returns the LOD that the primitive will render at for this view. | |
| float | Returns a scale to apply to ScreenSize used in LOD calculation. | ||
| bool | GetMaterialTextureScales
(
int32 LODIndex, |
Get mesh UV density for a LOD-section. | |
| float | |||
| float | |||
| uint32 | Every derived class should override these functions | ||
| const FCardRepresentationData * | |||
| void | GetMeshDescription
(
int32 LODIndex, |
Gathers a description of the mesh elements to be rendered for the given LOD index, without consideration for views. | |
| FName | |||
| FUintVector2 | |||
| bool | GetMeshUVDensities
(
int32 LODIndex, |
Get mesh UV density for a LOD-section. | |
| float | |||
| const FVector2f & | |||
| void | GetNaniteResourceInfo
(
uint32& ResourceID, |
||
| int32 | |||
| const TArray< FBoxSphereBounds > * | GetOcclusionQueries
(
const FSceneView* View |
Gets the boxes for sub occlusion queries | |
| FColor | |||
| FName | GetOwnerName () |
||
| void | GetPreSkinnedLocalBounds
(
FBoxSphereBounds& OutBounds |
||
| FLinearColor | |||
| FPrimitiveComponentId | |||
| bool | GetPrimitiveDistance
(
int32 LODIndex, |
Get primitive distance to view origin for a given LOD-section. | |
| FPrimitiveSceneInfo * | |||
| uint8 | |||
| int32 | |||
| FName | |||
| FSceneInterface & | GetScene () |
Accessors. | |
| uint8 | |||
| EShadowCacheInvalidationBehavior | |||
| void | GetShadowShapes
(
FVector PreViewTranslation, |
Gathers shadow shapes from this proxy. | |
| ESceneDepthPriorityGroup | Determines the DPG to render the primitive in regardless of view. | ||
| TStatId | GetStatId () |
||
| EStencilMask | |||
| float | |||
| int16 | |||
| SIZE_T | GetTypeHash () |
Return a type (or subtype) specific hash for sorting purposes | |
| FRHIUniformBuffer * | |||
| FPrimitiveViewRelevance | GetViewRelevance
(
const FSceneView* View |
Determines the relevance of this primitive's elements to the given view. | |
| int32 | |||
| int32 | |||
| int32 | |||
| int32 | |||
| FLinearColor | |||
| bool | Returns whether the proxy utilizes custom occlusion bounds or not | ||
| bool | 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. | ||
| bool | |||
| bool | |||
| bool | Returns true if this proxy can change transform so that we should cache previous transform for calculating velocity. | ||
| bool | |||
| bool | |||
| bool | |||
| bool | |||
| bool | |||
| bool | |||
| bool | |||
| bool | Holdout () |
||
| bool | Returns whether this proxy is always visible. | ||
| bool | |||
| bool | |||
| bool | IsDetailMesh () |
Returns whether this proxy should be considered a "detail mesh". | |
| bool | Tell us if this proxy is drawn in editor. | ||
| bool | Tell us if this proxy is drawn in game. | ||
| bool | |||
| bool | |||
| bool | |||
| bool | |||
| bool | Returns whether this proxy is a heterogeneous volume. | ||
| bool | |||
| bool | IsHovered () |
||
| bool | |||
| bool | Whether instance data only exists in the GPU Scene (instance data not present in CPU memory). | ||
| bool | |||
| bool | |||
| bool | IsMovable () |
||
| bool | IsNaniteMesh () |
Returns whether this proxy is a Nanite mesh. | |
| bool | |||
| bool | |||
| bool | |||
| bool | |||
| bool | |||
| bool | IsSelectable () |
||
| bool | IsSelected () |
||
| bool | IsShadowCast
(
const FSceneView* View |
||
| bool | IsShown
(
const FSceneView* View |
||
| bool | |||
| bool | IsSplineMesh () |
||
| bool | IsStatic () |
||
| bool | |||
| bool | Returns true if a primitive can never be rendered outside of a runtime virtual texture. | ||
| bool | |||
| bool | |||
| bool | |||
| bool | |||
| bool | |||
| bool | |||
| bool | |||
| 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. | |
| void | Allows child implementations to do render-thread work when bEvaluateWorldPositionOffset changes | ||
| bool | Called to notify the proxy that the level has been fully added to the world and the primitive will now be rendered. | ||
| void | Called to notify the proxy that the level has been fully removed from the world and the primitive will not be rendered. | ||
| void | OnTransformChanged
(
FRHICommandListBase& RHICmdList |
Called to notify the proxy when its transform has been updated. | |
| void | |||
| void | OverrideOwnerName
(
FName InOwnerName |
Allow subclasses to override the primitive name. Used primarily by BSP. | |
| FRenderBounds | PadInstanceLocalBounds
(
const FRenderBounds& InBounds |
||
| const bool | |||
| void | RenderBounds
(
FPrimitiveDrawInterface* PDI, |
Helper for components that want to render bounds. | |
| void | Enqueue and update for the render thread to remove the velocity data for this component from the scene. | ||
| void | SetCollisionEnabled_GameThread
(
const bool bNewEnabled |
Set the collision flag on the scene proxy to enable/disable collision drawing | |
| void | SetCollisionEnabled_RenderThread
(
const bool bNewEnabled |
Set the collision flag on the scene proxy to enable/disable collision drawing (RENDER THREAD) | |
| void | SetCustomDepthEnabled_GameThread
(
const bool bInRenderCustomDepth |
Set the custom depth enabled flag | |
| void | SetCustomDepthEnabled_RenderThread
(
const bool bInRenderCustomDepth |
Set the custom depth enabled flag (RENDER THREAD) | |
| void | SetCustomDepthStencilValue_GameThread
(
const int32 InCustomDepthStencilValue |
Set the custom depth stencil value | |
| void | SetCustomDepthStencilValue_RenderThread
(
const int32 InCustomDepthStencilValue |
Set the custom depth stencil value (RENDER THREAD) | |
| void | SetDebugMassData
(
const TArray< FDebugMassData >& InDebugMassData |
Sets the primitive proxy's mass space to component space. | |
| void | SetDistanceFieldSelfShadowBias_RenderThread
(
float NewBias |
||
| void | SetDrawDistance_RenderThread
(
float MinDrawDistance, |
||
| void | SetEvaluateWorldPositionOffset_GameThread
(
bool bEvaluate |
Enqueue updated setting for evaluation of World Position Offset. | |
| void | SetForceHidden
(
bool bForceHiddenIn |
||
| 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 | |
| void | SetHovered_GameThread
(
const bool bInHovered |
Updates hover state for the primitive proxy. | |
| void | SetHovered_RenderThread
(
const bool bInHovered |
Updates hover state for the primitive proxy. | |
| void | SetInstanceCullDistance_RenderThread
(
float StartCullDistance, |
||
| void | SetInstanceLocalBounds
(
uint32 InstanceIndex, |
Sets the instance local bounds for the specified instance index, and optionally will pad the bounds extents to accomodate Max World Position Offset Distance. | |
| 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. | |
| void | SetLevelInstanceEditingState_GameThread
(
const bool bInEditingState |
Updates the LevelInstance editing state for the primitive proxy. | |
| void | SetLevelInstanceEditingState_RenderThread
(
const bool bInLevelInstanceEditingState |
Updates LevelInstance editing state for the primitive proxy. | |
| void | SetLightingChannels_GameThread
(
FLightingChannels LightingChannels |
Updates the lighting channels for the primitive proxy. | |
| void | SetOverlayColor_GameThread
(
FColor OverlayColor |
Enqueue updated overlay color for the render thread to use. | |
| void | SetPrimitiveColor
(
const FLinearColor& InPrimitiveColor |
||
| void | SetPrimitiveColor_GameThread
(
const FLinearColor& InPrimitiveColor |
Enqueue and update for the render thread to notify it that the primitive color changed. | |
| void | SetSelection_GameThread
(
const bool bInParentSelected, |
Updates selection for the primitive proxy. | |
| void | SetSelection_RenderThread
(
const bool bInParentSelected, |
Updates selection for the primitive proxy. | |
| void | SetSelectionOutlineColorIndex_GameThread
(
uint8 ColorIndex |
Enqueue updated selection outline color for the render thread to use. | |
| void | SetSelectionOverride_GameThread
(
bool bForceSelection |
Force the proxy to render as though it is selected. Shows outlines and overlays. | |
| void | SetupInstanceSceneDataBuffers
(
const FInstanceSceneDataBuffers* InInstanceSceneDataBuffers |
||
| void | SetUsedMaterialForVerification
(
const TArray< UMaterialInterface* >& InUsedMaterialsForVerification |
This function exist only to perform an update of the UsedMaterialsForVerification on the render thread | |
| void | SetWireframeColor
(
const FLinearColor& InWireframeColor |
||
| void | SetWorldPositionOffsetDisableDistance_GameThread
(
int32 NewValue |
||
| bool | |||
| bool | |||
| bool | |||
| bool | |||
| bool | |||
| bool | |||
| bool | |||
| bool | |||
| bool | |||
| bool | |||
| bool | |||
| bool | Returns true if all meshes drawn by this proxy support GPU scene. | ||
| bool | |||
| bool | |||
| bool | |||
| bool | |||
| bool | |||
| 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. | |
| void | UpdateUniformBuffer
(
FRHICommandList& RHICmdList |
Updates the primitive proxy's uniform buffer. | |
| void | |||
| void | Updates bVisibleInLumen, which indicated whether a primitive should be tracked by Lumen scene. | ||
| bool | UseEditorCompositing
(
const FSceneView* View |
||
| bool | |||
| bool | VerifyUsedMaterial
(
const FMaterialRenderProxy* MaterialRenderProxy |
Verifies that a material used for rendering was present in the component's GetUsedMaterials list. | |
| bool | |||
| bool | |||
| bool | |||
| bool | |||
| bool | WritesVirtualTexture
(
URuntimeVirtualTexture* VirtualTexture |
Classes
| Type | Name | Description | |
|---|---|---|---|
| FDebugMassData |
Enums
| Type | Name | Description | |
|---|---|---|---|
| EInstanceBufferAccessFlags |
Typedefs
| Name | Description |
|---|---|
| FLCIArray | Get the list of LCIs. |
Constants
| Name | Description |
|---|---|
| InvalidRayTracingGroupId |