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A set of views into a scene which only have different view transforms and owner actors.
| Name | FSceneViewFamily |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Public/SceneView.h |
| Include Path | #include "SceneView.h" |
Syntax
class FSceneViewFamily
Derived Classes
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FSceneViewFamily
(
FSceneViewFamily&& InViewFamily |
Allow moving view family as long as no screen percentage interface are set. | SceneView.h | |
FSceneViewFamily
(
const FSceneViewFamily& |
SceneView.h | ||
FSceneViewFamily
(
const ConstructionValues& CVS |
Initialization constructor. | SceneView.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~FSceneViewFamily() |
SceneView.h |
Structs
| Name | Remarks |
|---|---|
| ConstructionValues | Helper struct for creating FSceneViewFamily instances If created with specifying a time it will retrieve them from the world in the given scene. |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AllViews | TArray< const FSceneView * > | All views include main camera views and scene capture views. | SceneView.h | |
| bAdditionalViewFamily | bool | Indicates this view family is an additional one. | SceneView.h | |
| bCurrentlyBeingEdited | bool | Whether the scene is currently being edited, which can be used to speed up lighting propagation. | SceneView.h | |
| bDeferClear | bool | Used to defer the back buffer clearing to just before the back buffer is drawn to | SceneView.h | |
| bDrawBaseInfo | bool | Indicates whether, or not, the base attachment volume should be drawn. | SceneView.h | |
| bIsFirstViewInMultipleViewFamily | bool | Whether this view is the first of multiple view families rendered in a single frame. | SceneView.h | |
| bIsHDR | bool | When enabled, the post processing will output in HDR space | SceneView.h | |
| bIsMainViewFamily | bool | Whether this is the "main" view family. | SceneView.h | |
| bIsMultipleViewFamily | bool | SceneView.h | ||
| bIsViewFamilyInfo | bool | SceneView.h | ||
| bMultiGPUForkAndJoin | bool | If true then each view is not rendered using the same GPUMask. | SceneView.h | |
| bNullifyWorldSpacePosition | bool | Indicates whether the shader world space position should be forced to 0. | SceneView.h | |
| bOverrideVirtualTextureThrottle | bool | Whether to disable virtual texture update throttling. | SceneView.h | |
| bRealtimeUpdate | bool | Indicates whether the view family is updated in realtime. | SceneView.h | |
| bRequireMultiView | bool | True if scenecolor and depth should be multiview-allocated | SceneView.h | |
| bResolveScene | bool | If true then results of scene rendering are copied/resolved to the RenderTarget. | SceneView.h | |
| bSplitScreenDebugAllowed | bool | Whether this view allows split screen debug we only want it for editor and game viewports, not other random scene renders | SceneView.h | |
| bThumbnailRendering | bool | Whether this view is for thumbnail rendering | SceneView.h | |
| bWorldIsPaused | bool | GetWorld->IsPaused() && !Simulate Simulate is excluded as the camera can move which invalidates motionblur | SceneView.h | |
| DebugDPIScale | float | DPI scale to be used for debugging font. | SceneView.h | |
| DebugViewShaderMode | EDebugViewShaderMode | SceneView.h | ||
| DisplayInternalsData | FDisplayInternalsData | For r.DisplayInternals (allows for easy passing down data from main to render thread) | SceneView.h | |
| EngineShowFlags | FEngineShowFlags | The new show flags for the views (meant to replace the old system). | SceneView.h | |
| ExposureSettings | FExposureSettings | Editor setting to allow designers to override the automatic expose. | SceneView.h | |
| FrameCounter | uint64 | Copy from main thread GFrameCounter to be accessible on render thread side. | SceneView.h | |
| FrameNumber | uint32 | Copy from main thread GFrameNumber to be accessible on render thread side. | SceneView.h | |
| LandscapeLODOverride | int8 | Override the LOD of landscape in this viewport. | SceneView.h | |
| ProfileDescription | FString | Optional description of view family for Unreal Insights profiling. | SceneView.h | |
| ProfileSceneRenderTime | float * | SceneView.h | ||
| RenderTarget | const FRenderTarget * | The render target which the views are being rendered to. | SceneView.h | |
| RenderTargetDepth | const FRenderTarget * | SceneView.h | ||
| Scene | FSceneInterface * | The scene being viewed. | SceneView.h | |
| SceneCaptureCompositeMode | ESceneCaptureCompositeMode | When enabled, the scene capture will composite into the render target instead of overwriting its contents. | SceneView.h | |
| SceneCaptureSource | ESceneCaptureSource | Which component of the scene rendering should be output to the final render target. | SceneView.h | |
| SecondaryScreenPercentageMethod | ESecondaryScreenPercentageMethod | SceneView.h | ||
| SecondaryViewFraction | float | Secondary view fraction to support High DPI monitor still with same primary screen percentage range for temporal upscale to test content consistently in editor no mater of the HighDPI scale. | SceneView.h | |
| StreamingViewOrigins | TArray< FVector, TInlineAllocator< 2 > > | Views' origin of the (optional) streaming views. Used for prefetching rendering data ahead of time. | SceneView.h | |
| Time | FGameTime | The current time. | SceneView.h | |
| ViewExtensions | TArray< TSharedRef< class ISceneViewExtension, ESPMode::ThreadSafe > > | Extensions that can modify view parameters on the render thread. | SceneView.h | |
| ViewMode | EViewModeIndex | View mode of the family. | SceneView.h | |
| ViewModeParam | int32 | SceneView.h | ||
| ViewModeParamName | FName | SceneView.h | ||
| Views | TArray< const FSceneView * > | The views which make up the family. | SceneView.h | |
| VirtualTextureFeedbackFactor | int32 | Size in pixels of a virtual texture feedback tile. | SceneView.h |
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bAllowStandardTranslucencySeparated | bool | Whether the pre DOF translucency are allowed to be rendered in separated target from scene to allow for better composition with distortion. | SceneView.h | |
| bAllowTranslucencyAfterDOF | bool | Whether the translucency are allowed to render after DOF, if not they will be rendered in standard translucency. | SceneView.h | |
| bIsInFocus | bool | True if this view is the current editing view or the active game view | SceneView.h | |
| PrimarySpatialUpscalerInterface | ISpatialUpscaler * | SceneView.h | ||
| SceneRenderer | ISceneRenderer * | The scene renderer that is rendering this view family. | SceneView.h | |
| ScreenPercentageInterface | ISceneViewFamilyScreenPercentage * | Interface to handle screen percentage of the views of the family. | SceneView.h | |
| SecondarySpatialUpscalerInterface | ISpatialUpscaler * | SceneView.h | ||
| TemporalUpscalerInterface | UE::Renderer::Private::ITemporalUpscaler * | Renderer private interfaces, automatically have same lifetime as FSceneViewFamily. | SceneView.h | |
| ViewExtentionDatas | TArray< TSharedRef< class ISceneViewFamilyExtentionData, ESPMode::ThreadSafe > > | Arrays of standalone data that have safe lifetime as FSceneViewFamily. | SceneView.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool AllowStandardTranslucencySeparated() |
SceneView.h | ||
bool AllowTranslucencyAfterDOF() |
SceneView.h | ||
EDebugViewShaderMode ChooseDebugViewShaderMode() |
SceneView.h | ||
PRAGMA_DISABLE_DEPRECATION_WARNINGSEDebugViewShaderMode GetDebugViewShaderMode () |
Return the debug viewmode last set by SetDebugViewShaderMode. | SceneView.h | |
const TExtensionData * GetExtentionData () |
SceneView.h | ||
TExtensionData * GetExtentionData () |
SceneView.h | ||
ERHIFeatureLevel::Type GetFeatureLevel() |
SceneView.h | ||
bool GetIsInFocus() |
SceneView.h | ||
TExtensionData * GetOrCreateExtentionData() |
SceneView.h | ||
const ISpatialUpscaler * GetPrimarySpatialUpscalerInterface() |
SceneView.h | ||
ISceneRenderer * GetSceneRenderer() |
SceneView.h | ||
const ISceneViewFamilyScreenPercentage * GetScreenPercentageInterface() |
SceneView.h | ||
const ISpatialUpscaler * GetSecondarySpatialUpscalerInterface() |
SceneView.h | ||
EShaderPlatform GetShaderPlatform() |
SceneView.h | ||
const UE::Renderer::Private::ITemporalUpscaler * GetTemporalUpscalerInterface() |
SceneView.h | ||
int32 GetViewModeParam() |
SceneView.h | ||
const FName & GetViewModeParamName() |
SceneView.h | ||
void SetDebugViewShaderMode
(
EDebugViewShaderMode InMode |
SceneView.h | ||
void SetIsInFocus
(
bool bInIsInFocus |
SceneView.h | ||
void SetPrimarySpatialUpscalerInterface
(
ISpatialUpscaler* InSpatialUpscalerInterface |
SceneView.h | ||
void SetSceneRenderer
(
ISceneRenderer* NewSceneRenderer |
SceneView.h | ||
void SetScreenPercentageInterface
(
ISceneViewFamilyScreenPercentage* InScreenPercentageInterface |
Safely sets the view family's screen percentage interface. | SceneView.h | |
void SetScreenPercentageInterface_Unchecked
(
ISceneViewFamilyScreenPercentage* InScreenPercentageInterface |
SceneView.h | ||
void SetSecondarySpatialUpscalerInterface
(
ISpatialUpscaler* InSpatialUpscalerInterface |
SceneView.h | ||
void SetTemporalUpscalerInterface
(
UE::Renderer::Private::ITemporalUpscaler* InTemporalUpscalerInterface |
SceneView.h | ||
bool SupportsScreenPercentage() |
Returns whether the screen percentage show flag is supported or not for this view family. | SceneView.h | |
bool UseDebugViewPS() |
SceneView.h |
Operators
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void operator=
(
const FSceneViewFamily& |
View family assignment operator is not allowed because of ScreenPercentageInterface lifetime. | SceneView.h |