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An interface to the private scene manager implementation of a scene. Use GetRendererModule().AllocateScene to create. The scene
| Name | FSceneInterface |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Public/SceneInterface.h |
| Include Path | #include "SceneInterface.h" |
Syntax
class FSceneInterface
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FSceneInterface
(
ERHIFeatureLevel::Type InFeatureLevel |
SceneInterface.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~FSceneInterface() |
SceneInterface.h |
Classes
| Name | Remarks |
|---|---|
| FPrimitiveTransformUpdateScope |
Structs
| Name | Remarks |
|---|---|
| FCustomRenderPassRendererInput | Contains settings used to construct scene view for custom render pass during the renderer construction. |
Interfaces
| Name | Remarks |
|---|---|
| IPrimitiveTransformUpdater |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool AddCustomRenderPass
(
const FSceneViewFamily* ViewFamily, |
Enqueues a new custom render pass to execute the next time this scene is rendered by ANY scene renderer. | SceneInterface.h | |
void AddDecal
(
UDecalComponent* Component |
Adds a new decal component to the scene | SceneInterface.h | |
void AddExponentialHeightFog
(
uint64 Id, |
Adds a new exponential height fog component to the scene | SceneInterface.h | |
void AddHairStrands
(
FHairStrandsInstance* Proxy |
Adds a hair strands proxy to the scene | SceneInterface.h | |
void AddInvisibleLight
(
ULightComponent* Light |
Adds a new light component to the scene which is currently invisible, but needed for editor previewing | SceneInterface.h | |
void AddLight
(
ULightComponent* Light |
Adds a new light component to the scene | SceneInterface.h | |
void AddLocalFogVolume
(
FLocalFogVolumeSceneProxy* FogProxy |
Adds a new local height fog component to the scene | SceneInterface.h | |
virtual void AddLumenSceneCard
(
ULumenSceneCardComponent* LumenSceneCardComponent |
SceneInterface.h | ||
virtual bool AddPixelInspectorRequest
(
FPixelInspectorRequest* PixelInspectorRequest |
Add a pixel inspector request. | SceneInterface.h | |
virtual void AddPlanarReflection
(
UPlanarReflectionComponent* Component |
SceneInterface.h | ||
virtual void AddPrecomputedLightVolume
(
const FPrecomputedLightVolume* Volume |
SceneInterface.h | ||
virtual void AddPrecomputedVolumetricLightmap
(
const FPrecomputedVolumetricLightmap* Volume, |
SceneInterface.h | ||
void AddPrimitive
(
FPrimitiveSceneDesc* Primitive |
FPrimtiveDesc version for primitive/light scene interactions. | SceneInterface.h | |
void AddPrimitive
(
UPrimitiveComponent* Primitive |
Adds a new primitive component to the scene | SceneInterface.h | |
virtual void AddReflectionCapture
(
UReflectionCaptureComponent* Component |
Adds a reflection capture to the scene. | SceneInterface.h | |
virtual void AddRuntimeVirtualTexture
(
URuntimeVirtualTextureComponent* Component |
Add a runtime virtual texture object to the scene. | SceneInterface.h | |
void AddSkyAtmosphere
(
FSkyAtmosphereSceneProxy* SkyAtmosphereSceneProxy, |
Adds the unique volumetric cloud component to the scene | SceneInterface.h | |
void AddSparseVolumeTextureViewer
(
FSparseVolumeTextureViewerSceneProxy* SVTV |
SceneInterface.h | ||
void AddSpeedTreeWind
(
FVertexFactory* VertexFactory, |
Adds a SpeedTree wind computation object to the scene. | SceneInterface.h | |
void AddVolumetricCloud
(
FVolumetricCloudSceneProxy* VolumetricCloudSceneProxy |
Adds the unique volumetric cloud component to the scene | SceneInterface.h | |
void AddWindSource
(
UWindDirectionalSourceComponent* WindComponent |
Adds a wind source component to the scene. | SceneInterface.h | |
virtual void AllocateAndCaptureFrameSkyEnvMap
(
FRDGBuilder& GraphBuilder, |
SceneInterface.h | ||
virtual void AllocateAndCaptureFrameSkyEnvMap
(
FRDGBuilder& GraphBuilder, |
SceneInterface.h | ||
virtual void AllocateReflectionCaptures
(
const TArray< UReflectionCaptureComponent* >& NewCaptures, |
Allocates reflection captures in the scene's reflection cubemap array and updates them by recapturing the scene. | SceneInterface.h | |
void AllocateReflectionCaptures
(
const TArray< UReflectionCaptureComponent* >& NewCaptures, |
SceneInterface.h | ||
virtual void ApplyWorldOffset
(
const FVector& InOffset |
Shifts scene data by provided delta Called on world origin changes | SceneInterface.h | |
void BatchAddPrimitives
(
TArrayView< FPrimitiveSceneDesc* > InPrimitives |
SceneInterface.h | ||
void BatchAddPrimitives
(
TArrayView< UPrimitiveComponent* > InPrimitives |
Batched versions of Add / Remove / ReleasePrimitive, for improved CPU performance | SceneInterface.h | |
void BatchReleasePrimitives
(
TArrayView< UPrimitiveComponent* > InPrimitives |
SceneInterface.h | ||
void BatchReleasePrimitives
(
TArrayView< FPrimitiveSceneDesc* > InPrimitives |
SceneInterface.h | ||
void BatchRemovePrimitives
(
TArray< FPrimitiveSceneProxy* >&& InPrimitives |
SceneInterface.h | ||
void BatchRemovePrimitives
(
TArrayView< UPrimitiveComponent* > InPrimitives |
SceneInterface.h | ||
void BatchRemovePrimitives
(
TArrayView< FPrimitiveSceneDesc* > InPrimitives |
SceneInterface.h | ||
void BatchUpdateDecals
(
TArray< FDeferredDecalUpdateParams >&& UpdateParams |
SceneInterface.h | ||
virtual IPrimitiveTransformUpdater * CreatePrimitiveTransformUpdater
(
int32 MaxPrimitives |
SceneInterface.h | ||
void DisableSkyLight
(
FSkyLightSceneProxy* Light |
SceneInterface.h | ||
virtual void DumpUnbuiltLightInteractions
(
FOutputDevice& Ar |
SceneInterface.h | ||
virtual void EndFrame
(
FRHICommandListImmediate& RHICmdList |
SceneInterface.h | ||
virtual void Export
(
FArchive& Ar |
Exports the scene. | SceneInterface.h | |
virtual void FinishUpdatePrimitiveTransform() |
SceneInterface.h | ||
virtual void GetComputeTaskWorkers
(
TArray< class IComputeTaskWorker* >& OutWorkers |
Gets the compute work scheduler objects associated with the scene. | SceneInterface.h | |
void GetDirectionalWindParameters
(
FVector& OutDirection, |
Same as GetWindParameters, but ignores point wind sources. | SceneInterface.h | |
ERHIFeatureLevel::Type GetFeatureLevel() |
SceneInterface.h | ||
virtual uint32 GetFrameNumber() |
SceneInterface.h | ||
FFXSystemInterface * GetFXSystem() |
Get the FX system associated with the scene. | SceneInterface.h | |
virtual FGPUSkinCache * GetGPUSkinCache() |
Gets the GPU Skin Cache system associated with the scene. | SceneInterface.h | |
void GetLightIESAtlasSlot
(
const FLightSceneProxy* Proxy, |
Return the IES profile index corresponding to the local light proxy | SceneInterface.h | |
virtual bool GetPreviousLocalToWorld
(
const FPrimitiveSceneInfo* PrimitiveSceneInfo, |
Get the primitive previous local to world (used for motion blur). | SceneInterface.h | |
FPrimitiveSceneInfo * GetPrimitiveSceneInfo
(
int32 PrimitiveIndex |
Finds the primitive with the associated index into the primitive array. | SceneInterface.h | |
FPrimitiveSceneInfo * GetPrimitiveSceneInfo
(
const FPersistentPrimitiveIndex& PersistentPrimitiveIndex |
SceneInterface.h | ||
FPrimitiveSceneInfo * GetPrimitiveSceneInfo
(
FPrimitiveComponentId PrimitiveId |
Finds the primitive with the associated component id. | SceneInterface.h | |
TConstArrayView< FPrimitiveSceneProxy * > GetPrimitiveSceneProxies() |
SceneInterface.h | ||
virtual void GetPrimitiveUniformShaderParameters_RenderThread
(
const FPrimitiveSceneInfo* PrimitiveSceneInfo, |
Retrieves primitive uniform shader parameters that are internal to the renderer. | SceneInterface.h | |
virtual FRayTracingDynamicGeometryCollection * GetRayTracingDynamicGeometryCollection() |
SceneInterface.h | ||
virtual FRayTracingSkinnedGeometryUpdateQueue * GetRayTracingSkinnedGeometryUpdateQueue() |
SceneInterface.h | ||
void GetRectLightAtlasSlot
(
const FRectLightSceneProxy* Proxy, |
Return the rect. light atlas slot information corresponding to the rect light proxy | SceneInterface.h | |
virtual void GetReflectionCaptureData
(
UReflectionCaptureComponent* Component, |
Reads back reflection capture data from the GPU. | SceneInterface.h | |
void GetRelevantLights
(
UPrimitiveComponent* Primitive, |
Retrieves the lights interacting with the passed in primitive and adds them to the out array. | SceneInterface.h | |
const FScene * GetRenderScene () |
SceneInterface.h | ||
FScene * GetRenderScene () |
Return the scene to be used for rendering. | SceneInterface.h | |
virtual void GetRuntimeVirtualTextureHidePrimitiveMask
(
uint8& bHideMaskEditor, |
Get the bitmasks describing which virtual texture objects will hide the associated primitives. | SceneInterface.h | |
TConstArrayView< FPrimitiveComponentId > GetScenePrimitiveComponentIds() |
Returns the FPrimitiveComponentId for all primitives in the scene | SceneInterface.h | |
EShaderPlatform GetShaderPlatform() |
SceneInterface.h | ||
| SceneInterface.h | |||
virtual FSkeletalMeshUpdater * GetSkeletalMeshUpdater() |
SceneInterface.h | ||
FSkyAtmosphereRenderSceneInfo * GetSkyAtmosphereSceneInfo () |
Returns the scene's unique info if it exists | SceneInterface.h | |
const FSkyAtmosphereRenderSceneInfo * GetSkyAtmosphereSceneInfo () |
SceneInterface.h | ||
FRHIUniformBuffer * GetSpeedTreeUniformBuffer
(
const FVertexFactory* VertexFactory |
Looks up the SpeedTree uniform buffer for the passed in vertex factory. | SceneInterface.h | |
FVolumetricCloudRenderSceneInfo * GetVolumetricCloudSceneInfo () |
Returns the scene's unique info if it exists | SceneInterface.h | |
const FVolumetricCloudRenderSceneInfo * GetVolumetricCloudSceneInfo () |
SceneInterface.h | ||
void GetWindParameters
(
const FVector& Position, |
Accesses wind parameters. XYZ will contain wind direction * Strength, W contains wind speed. | SceneInterface.h | |
void GetWindParameters_GameThread
(
const FVector& Position, |
Accesses wind parameters safely for game thread applications | SceneInterface.h | |
const TArray< class FWindSourceSceneProxy * > & GetWindSources_RenderThread() |
Accesses the wind source list. Must be called in the rendering thread. | SceneInterface.h | |
UWorld * GetWorld() |
Get the optional UWorld that is associated with this scene | SceneInterface.h | |
bool HasAnyExponentialHeightFog() |
SceneInterface.h | ||
bool HasAnyLights() |
SceneInterface.h | ||
bool HasAnyLocalFogVolume() |
SceneInterface.h | ||
bool HasAtmosphereLightRequiringLightingBuild() |
SceneInterface.h | ||
virtual bool HasPrecomputedVolumetricLightmap_RenderThread() |
SceneInterface.h | ||
bool HasSkyLightRequiringLightingBuild() |
SceneInterface.h | ||
virtual void IncrementFrameNumber() |
SceneInterface.h | ||
virtual bool InitializePixelInspector
(
FRenderTarget* BufferFinalColor, |
Initialize the pixel inspector buffers. | SceneInterface.h | |
virtual void InvalidateLumenSurfaceCache_GameThread
(
UPrimitiveComponent* Component |
Invalidates Lumen surface cache and forces it to be refreshed. | SceneInterface.h | |
virtual void InvalidatePathTracedOutput
(
PathTracing::EInvalidateReason InvalidateReason |
Mark scene as needing to restart path tracer accumulation. | SceneInterface.h | |
virtual void InvalidateRuntimeVirtualTexture
(
URuntimeVirtualTextureComponent* Component, |
Invalidates pages in a runtime virtual texture object. | SceneInterface.h | |
virtual void InvalidateRuntimeVirtualTexture
(
URuntimeVirtualTextureComponent* Component, |
SceneInterface.h | ||
virtual bool IsEditorScene() |
SceneInterface.h | ||
| Notification that level was added to a world | SceneInterface.h | ||
| SceneInterface.h | |||
virtual void OnWorldCleanup() |
SceneInterface.h | ||
virtual void ProcessAndRenderIlluminanceMeter
(
FRDGBuilder& GraphBuilder, |
SceneInterface.h | ||
virtual void RefreshNaniteRasterBins
(
FPrimitiveSceneInfo& PrimitiveSceneInfo |
SceneInterface.h | ||
TArray< FAnimBankRecordHandle > RegisterAnimBank
(
const TConstArrayView< FAnimBankDesc > Descs |
SceneInterface.h | ||
void Release() |
Release this scene and remove it from the rendering thread | SceneInterface.h | |
void ReleasePrimitive
(
UPrimitiveComponent* Primitive |
Called when a primitive is being unregistered and will not be immediately re-registered. | SceneInterface.h | |
void ReleasePrimitive
(
FPrimitiveSceneDesc* Primitive |
SceneInterface.h | ||
virtual void ReleaseReflectionCubemap
(
UReflectionCaptureComponent* CaptureComponent |
SceneInterface.h | ||
virtual void ReloadNaniteFixedFunctionBins() |
SceneInterface.h | ||
void RemoveDecal
(
UDecalComponent* Component |
Removes a decal component from the scene | SceneInterface.h | |
void RemoveExponentialHeightFog
(
uint64 Id |
Removes a exponential height fog component from the scene | SceneInterface.h | |
void RemoveHairStrands
(
FHairStrandsInstance* Proxy |
Removes a hair strands proxy to the scene | SceneInterface.h | |
void RemoveLight
(
ULightComponent* Light |
Removes a light component from the scene | SceneInterface.h | |
void RemoveLocalFogVolume
(
FLocalFogVolumeSceneProxy* FogProxy |
Removes a local height fog component from the scene | SceneInterface.h | |
virtual void RemoveLumenSceneCard
(
ULumenSceneCardComponent* LumenSceneCardComponent |
SceneInterface.h | ||
virtual void RemovePlanarReflection
(
UPlanarReflectionComponent* Component |
SceneInterface.h | ||
virtual void RemovePrecomputedLightVolume
(
const FPrecomputedLightVolume* Volume |
SceneInterface.h | ||
virtual void RemovePrecomputedVolumetricLightmap
(
const FPrecomputedVolumetricLightmap* Volume |
SceneInterface.h | ||
void RemovePrimitive
(
UPrimitiveComponent* Primitive |
Removes a primitive component from the scene | SceneInterface.h | |
void RemovePrimitive
(
FPrimitiveSceneDesc* Primitive |
SceneInterface.h | ||
virtual void RemoveReflectionCapture
(
UReflectionCaptureComponent* Component |
Removes a reflection capture from the scene. | SceneInterface.h | |
virtual void RemoveRuntimeVirtualTexture
(
URuntimeVirtualTextureComponent* Component |
Removes a runtime virtual texture object from the scene. | SceneInterface.h | |
void RemoveSkyAtmosphere
(
FSkyAtmosphereSceneProxy* SkyAtmosphereSceneProxy |
Removes the unique volumetric cloud component to the scene | SceneInterface.h | |
void RemoveSparseVolumeTextureViewer
(
FSparseVolumeTextureViewerSceneProxy* SVTV |
SceneInterface.h | ||
void RemoveSpeedTreeWind_RenderThread
(
FVertexFactory* VertexFactory, |
Removes a SpeedTree wind computation object to the scene. | SceneInterface.h | |
void RemoveVolumetricCloud
(
FVolumetricCloudSceneProxy* VolumetricCloudSceneProxy |
Removes the unique volumetric cloud component to the scene | SceneInterface.h | |
void RemoveWindSource
(
UWindDirectionalSourceComponent* WindComponent |
Removes a wind source component from the scene. | SceneInterface.h | |
virtual bool RequestGPUSceneUpdate
(
FPrimitiveSceneInfo& PrimitiveSceneInfo, |
SceneInterface.h | ||
virtual void RequestPreloadRuntimeVirtualTexture
(
URuntimeVirtualTextureComponent* Component, |
Request preload of an area of a runtime virtual texture at a given mip level. | SceneInterface.h | |
virtual bool RequestUniformBufferUpdate
(
FPrimitiveSceneInfo& PrimitiveSceneInfo |
SceneInterface.h | ||
bool RequiresHitProxies() |
Indicates if hit proxies should be processed by this scene | SceneInterface.h | |
void ResetPhysicsField() |
Reset the physics field scene proxy | SceneInterface.h | |
virtual void ResetReflectionCaptures
(
bool bOnlyIfOOM |
Resets reflection capture data to allow it to be rebuilt from scratch. | SceneInterface.h | |
void SetFXSystem
(
FFXSystemInterface* InFXSystem |
Sets the FX system associated with the scene. | SceneInterface.h | |
void SetPhysicsField
(
FPhysicsFieldSceneProxy* PhysicsFieldSceneProxy |
Set the physics field scene proxy to the scene | SceneInterface.h | |
virtual void SetPrecomputedVisibility
(
const FPrecomputedVisibilityHandler* PrecomputedVisibilityHandler |
Sets the precomputed visibility handler for the scene, or NULL to clear the current one. | SceneInterface.h | |
virtual void SetPrecomputedVolumeDistanceField
(
const FPrecomputedVolumeDistanceField* PrecomputedVolumeDistanceField |
Sets the precomputed volume distance field for the scene, or NULL to clear the current one. | SceneInterface.h | |
void SetSkyLight
(
FSkyLightSceneProxy* Light |
SceneInterface.h | ||
void ShowPhysicsField() |
Set the shader print/debug cvars to be able to show the fields | SceneInterface.h | |
virtual void StartFrame() |
SceneInterface.h | ||
virtual void StartUpdatePrimitiveTransform
(
int32 NumPrimitives |
SceneInterface.h | ||
void UnregisterAnimBank
(
const TConstArrayView< FAnimBankRecordHandle > Handles |
SceneInterface.h | ||
void UpdateAllPrimitiveSceneInfos
(
FRHICommandListImmediate& RHICmdList |
SceneInterface.h | ||
void UpdateAllPrimitiveSceneInfos
(
FRDGBuilder& GraphBuilder, |
Updates all primitive scene info additions, remobals and translation changes | SceneInterface.h | |
virtual void UpdateCachedRayTracingState
(
FPrimitiveSceneProxy* SceneProxy |
SceneInterface.h | ||
virtual void UpdateCachedRenderStates
(
FPrimitiveSceneProxy* SceneProxy |
Update render states that possibly cached inside renderer, like mesh draw commands. | SceneInterface.h | |
void UpdateCustomPrimitiveData
(
FPrimitiveSceneDesc* Primitive, |
SceneInterface.h | ||
void UpdateCustomPrimitiveData
(
UPrimitiveComponent* Primitive |
Updates the custom primitive data of a primitive component which has already been added to the scene. | SceneInterface.h | |
void UpdateDecalFadeInTime
(
UDecalComponent* Component |
SceneInterface.h | ||
void UpdateDecalFadeOutTime
(
UDecalComponent* Component |
SceneInterface.h | ||
void UpdateDecalTransform
(
UDecalComponent* Component |
Updates the transform of a decal which has already been added to the scene. | SceneInterface.h | |
virtual void UpdateEarlyZPassMode() |
SceneInterface.h | ||
void UpdateInstanceCullDistance
(
UPrimitiveComponent* Primitive, |
SceneInterface.h | ||
void UpdateLightColorAndBrightness
(
ULightComponent* Light |
Updates the color and brightness of a light which has already been added to the scene. | SceneInterface.h | |
void UpdateLightProxy
(
ULightComponent* Light, |
SceneInterface.h | ||
void UpdateLightTransform
(
ULightComponent* Light |
Updates the transform of a light which has already been added to the scene. | SceneInterface.h | |
virtual void UpdateLumenSceneCardTransform
(
ULumenSceneCardComponent* LumenSceneCardComponent |
SceneInterface.h | ||
virtual void UpdateParameterCollections
(
const TArray< class FMaterialParameterCollectionInstanceResource* >& InParameterCollections |
Updates the scene's list of parameter collection id's and their uniform buffers. | SceneInterface.h | |
void UpdatePhysicsField
(
FRDGBuilder& GraphBuilder, |
Reset the physics field scene proxy | SceneInterface.h | |
virtual void UpdatePhysicsField
(
FRHICommandListImmediate& RHICmdList, |
SceneInterface.h | ||
virtual void UpdatePlanarReflectionContents
(
UPlanarReflectionComponent* CaptureComponent, |
SceneInterface.h | ||
virtual void UpdatePlanarReflectionTransform
(
UPlanarReflectionComponent* Component |
SceneInterface.h | ||
void UpdatePrimitiveAttachment
(
UPrimitiveComponent* Primitive |
Updates primitive attachment state. | SceneInterface.h | |
virtual void UpdatePrimitiveDistanceFieldSceneData_GameThread
(
UPrimitiveComponent* Primitive |
Updates distance field scene data (transforms, uv scale, self-shadow bias, etc.) but doesn't change allocation in the atlas | SceneInterface.h | |
void UpdatePrimitiveDrawDistance
(
UPrimitiveComponent* Primitive, |
SceneInterface.h | ||
void UpdatePrimitiveInstances
(
FInstancedStaticMeshSceneDesc* Primitive |
SceneInterface.h | ||
void UpdatePrimitiveInstances
(
FPrimitiveSceneDesc* Primitive |
SceneInterface.h | ||
void UpdatePrimitiveInstances
(
UPrimitiveComponent* Primitive |
Call to notify that an instace proxy update has been queued for the primitive. | SceneInterface.h | |
void UpdatePrimitiveInstancesFromCompute
(
FPrimitiveSceneDesc* Primitive, |
SceneInterface.h | ||
void UpdatePrimitiveOcclusionBoundsSlack
(
UPrimitiveComponent* Primitive, |
SceneInterface.h | ||
void UpdatePrimitivesDrawnInGame_RenderThread
(
TArrayView< FPrimitiveSceneProxy* > PrimitiveSceneProxies, |
SceneInterface.h | ||
virtual void UpdatePrimitiveSelectedState_RenderThread
(
const FPrimitiveSceneInfo* PrimitiveSceneInfo, |
Updates the selected state values that might be cached inside the renderer | SceneInterface.h | |
void UpdatePrimitiveTransform
(
FPrimitiveSceneDesc* Primitive |
SceneInterface.h | ||
void UpdatePrimitiveTransform
(
UPrimitiveComponent* Primitive |
Updates the transform of a primitive which has already been added to the scene. | SceneInterface.h | |
virtual void UpdatePrimitiveTransforms
(
IPrimitiveTransformUpdater* Updater |
SceneInterface.h | ||
virtual void UpdatePrimitiveVelocityState_RenderThread
(
FPrimitiveSceneInfo* PrimitiveSceneInfo, |
Updates the velocity state values that might be cached inside the renderer | SceneInterface.h | |
virtual void UpdateReflectionCaptureTransform
(
UReflectionCaptureComponent* Component |
Updates a reflection capture's transform, and then re-captures the scene. | SceneInterface.h | |
virtual void UpdateSceneCaptureContents
(
USceneCaptureComponentCube* CaptureComponent, |
SceneInterface.h | ||
virtual void UpdateSceneCaptureContents
(
USceneCaptureComponent2D* CaptureComponent, |
Updates the contents of the given scene capture by rendering the scene. | SceneInterface.h | |
virtual void UpdateSceneSettings
(
AWorldSettings* WorldSettings |
SceneInterface.h | ||
virtual void UpdateSkyCaptureContents
(
const USkyLightComponent* CaptureComponent, |
Updates the contents of the given sky capture by rendering the scene. | SceneInterface.h | |
void UpdateSpeedTreeWind
(
double CurrentTime |
Ticks the SpeedTree wind object and updates the uniform buffer. | SceneInterface.h | |
virtual void UpdateStaticDrawLists() |
Updates all static draw lists. | SceneInterface.h | |
void UpdateWindSource
(
UWindDirectionalSourceComponent* WindComponent |
Update a wind source component from the scene. | SceneInterface.h | |
virtual void ValidateSkyLightRealTimeCapture
(
FRDGBuilder& GraphBuilder, |
SceneInterface.h |
Protected
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static EShadingPath GetShadingPath
(
ERHIFeatureLevel::Type InFeatureLevel |
SceneInterface.h |