Navigation
API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/FSceneInterface
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AllocateReflectionCaptures
(
const TArray< UReflectionCaptureComponent* >& NewCaptures, |
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 |
AllocateReflectionCaptures(const TArray< UReflectionCaptureComponent > &, const TCHAR , bool, bool)
| Name | AllocateReflectionCaptures |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/SceneInterface.h |
| Include Path | #include "SceneInterface.h" |
void AllocateReflectionCaptures
(
const TArray < UReflectionCaptureComponent * > & NewCaptures,
const TCHAR * CaptureReason,
bool bVerifyOnlyCapturing,
bool bCapturingForMobile
)
AllocateReflectionCaptures(const TArray< UReflectionCaptureComponent > &, const TCHAR , bool, bool, bool)
Description
Allocates reflection captures in the scene's reflection cubemap array and updates them by recapturing the scene. Existing captures will only be updated. Must be called from the game thread.
| Name | AllocateReflectionCaptures |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/SceneInterface.h |
| Include Path | #include "SceneInterface.h" |
virtual void AllocateReflectionCaptures
(
const TArray < UReflectionCaptureComponent * > & NewCaptures,
const TCHAR * CaptureReason,
bool bVerifyOnlyCapturing,
bool bCapturingForMobile,
bool bInsideTick
)