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The different types of relevance a primitive scene proxy can declare towards a particular scene view. the class is only storing bits, and has an |= operator
| Name | FPrimitiveViewRelevance |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Public/PrimitiveViewRelevance.h |
| Include Path | #include "PrimitiveViewRelevance.h" |
Syntax
struct FPrimitiveViewRelevance : public FMaterialRelevance
Inheritance Hierarchy
- FMaterialRelevance → FPrimitiveViewRelevance
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FPrimitiveViewRelevance() |
Default constructor | PrimitiveViewRelevance.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bDrawRelevance | uint32 | The primitive is drawn. | PrimitiveViewRelevance.h | |
| bDynamicRelevance | uint32 | The primitive's dynamic elements are rendered for the view. | PrimitiveViewRelevance.h | |
| bEditorNoDepthTestPrimitiveRelevance | uint32 | The primitive is drawn only in the editor and composited onto the scene after post processing using no depth testing | PrimitiveViewRelevance.h | |
| bEditorPrimitiveRelevance | uint32 | The primitive is drawn only in the editor and composited onto the scene after post processing | PrimitiveViewRelevance.h | |
| bEditorStaticSelectionRelevance | uint32 | The primitive's static elements are selected and rendered again in the selection outline pass | PrimitiveViewRelevance.h | |
| bEditorVisualizeLevelInstanceRelevance | uint32 | The primitive's elements belong to a LevelInstance which is being edited and rendered again in the visualize LevelInstance pass | PrimitiveViewRelevance.h | |
| bHasSimpleLights | uint32 | The primitive should have GatherSimpleLights called on the proxy when gathering simple lights. | PrimitiveViewRelevance.h | |
| bInitializedThisFrame | uint32 | Whether this primitive view relevance has been initialized this frame. | PrimitiveViewRelevance.h | |
| bRenderCustomDepth | uint32 | The primitive should render to the custom depth pass. | PrimitiveViewRelevance.h | |
| bRenderInDepthPass | uint32 | The primitive should render to the depth prepass even if it's not rendered in the main pass. | PrimitiveViewRelevance.h | |
| bRenderInMainPass | uint32 | The primitive should render to the base pass / normal depth / velocity rendering. | PrimitiveViewRelevance.h | |
| bRenderInSecondStageDepthPass | uint32 | Whether the primitive should be rendered in the second stage depth only pass. | PrimitiveViewRelevance.h | |
| bShadowRelevance | uint32 | The primitive is casting a shadow. | PrimitiveViewRelevance.h | |
| bStaticRelevance | uint32 | Warning: This class is memzeroed externally as 0 is assumed a valid value for all members meaning 'not relevant'. | PrimitiveViewRelevance.h | |
| bTranslucentSelfShadow | uint32 | Whether the primitive has materials that use volumetric translucent self shadow. | PrimitiveViewRelevance.h | |
| bUsesLightingChannels | uint32 | Whether the primitive uses non-default lighting channels. | PrimitiveViewRelevance.h | |
| bVelocityRelevance | uint32 | The primitive should render velocity. | PrimitiveViewRelevance.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool HasTranslucency() |
PrimitiveViewRelevance.h | ||
bool HasVelocity() |
PrimitiveViewRelevance.h |
Operators
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FPrimitiveViewRelevance & operator|=
(
const FPrimitiveViewRelevance& B |
Bitwise OR operator. Sets any relevance bits which are present in either. | PrimitiveViewRelevance.h |