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Unreal Engine C++ API Reference > Runtime > Engine
Inheritance Hierarchy
- FMaterialRelevance
- FPrimitiveViewRelevance
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Public/PrimitiveViewRelevance.h |
Include | #include "PrimitiveViewRelevance.h" |
Syntax
struct FPrimitiveViewRelevance : public FMaterialRelevance
Remarks
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
Variables
Type | Name | Description | |
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uint32: 1 | bDrawRelevance | The primitive is drawn. |
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uint32: 1 | bDynamicRelevance | The primitive's dynamic elements are rendered for the view. |
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uint32: 1 | bEditorNoDepthTestPrimitiveRelevance | The primitive is drawn only in the editor and composited onto the scene after post processing using no depth testing |
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uint32: 1 | bEditorPrimitiveRelevance | The primitive is drawn only in the editor and composited onto the scene after post processing |
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uint32: 1 | bEditorStaticSelectionRelevance | The primitive's static elements are selected and rendered again in the selection outline pass |
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uint32: 1 | bEditorVisualizeLevelInstanceRelevance | The primitive's elements belong to a LevelInstance which is being edited and rendered again in the visualize LevelInstance pass |
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uint32: 1 | bHasSimpleLights | The primitive should have GatherSimpleLights called on the proxy when gathering simple lights. |
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uint32: 1 | bInitializedThisFrame | Whether this primitive view relevance has been initialized this frame. |
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uint32: 1 | bRenderCustomDepth | The primitive should render to the custom depth pass. |
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uint32: 1 | bRenderInDepthPass | The primitive should render to the depth prepass even if it's not rendered in the main pass. |
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uint32: 1 | bRenderInMainPass | The primitive should render to the base pass / normal depth / velocity rendering. |
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uint32: 1 | bRenderInSecondStageDepthPass | Whether the primitive should be rendered in the second stage depth only pass. |
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uint32: 1 | bShadowRelevance | The primitive is casting a shadow. |
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uint32: 1 | bStaticRelevance | Warning: This class is memzeroed externally as 0 is assumed a valid value for all members meaning 'not relevant'. |
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uint32: 1 | bTranslucentSelfShadow | Whether the primitive has materials that use volumetric translucent self shadow. |
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uint32: 1 | bUsesLightingChannels | Whether the primitive uses non-default lighting channels. |
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uint32: 1 | bVelocityRelevance | The primitive should render velocity. |
Constructors
Type | Name | Description | |
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Default constructor |
Functions
Type | Name | Description | |
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bool | ||
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bool | HasVelocity () |
Operators
Type | Name | Description | |
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FPrimitiveViewRelevance & | operator|=
(
const FPrimitiveViewRelevance& B |
Bitwise OR operator. Sets any relevance bits which are present in either. |
Deprecated Variables
Type | Name | Description | |
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uint32: 1 | bDistortionRelevance | bDistortionRelevance has been renamed bDistortion |
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uint32: 1 | bHairStrandsRelevance | bHairStrandsRelevance has been renamed bHairStrands |
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uint32: 1 | bMaskedRelevance | bMaskedRelevance has been renamed bMasked |
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uint32: 1 | bNormalTranslucencyRelevance | bNormalTranslucencyRelevance has been renamed bNormalTranslucency |
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uint32: 1 | bOpaqueRelevance | bOpaqueRelevance has been renamed bOpaque |
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uint32: 1 | bSeparateTranslucencyRelevance | bSeparateTranslucencyRelevance has been renamed bSeparateTranslucency |
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uint32: 1 | bTranslucentVelocityRelevance | bTranslucentVelocityRelevance has been renamed bOutputsTranslucentVelocity |
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uint16 | ShadingModelMaskRelevance | ShadingModelMaskRelevance has been renamed ShadingModelMask |