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API > API/Runtime > API/Runtime/Engine
References
| Module | Engine |
| Header | /Engine/Source/Runtime/Engine/Public/SceneManagement.h |
| Include | #include "SceneManagement.h" |
Syntax
class FSceneViewStateInterface
Remarks
The scene manager's persistent view state.
Variables
| Type | Name | Description | |
|---|---|---|---|
| uint8: 1 | bValidEyeAdaptationBuffer |
Constructors
| Type | Name | Description | |
|---|---|---|---|
Destructors
| Type | Name | Description | |
|---|---|---|---|
| Don't allow direct deletion of the view state, Destroy should be called instead. |
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | ActivateFrozenViewMatrices
(
FSceneView& SceneView |
If frozen view matrices are available, set those as active on the SceneView | |
| void | AddLumenSceneData
(
FSceneInterface* InScene, |
Similar to above, but adds Lumen Scene Data | |
| void | AddReferencedObjects
(
FReferenceCollector& Collector |
||
| void | AddVirtualShadowMapCache
(
FSceneInterface* InScene |
Adds a per-view virtual shadow map cache, which can help performance, at a cost in memory. | |
| void | ClearMIDPool
(
FStringView MidParentRootPath |
Clears the pool of mids being referenced by this view state | |
| void | Destroy () |
Called in the game thread to destroy the view state. | |
| FSceneViewState * | |||
| FRDGPooledBuffer * | Returns the eye adaptation buffer. | ||
| uint32 | |||
| uint32 | Returns the distance field temporal sample index | ||
| const FViewMatrices * | If frozen view matrices are available, return a pointer to them | ||
| float | Returns the eye adaptation exposure. | ||
| uint32 | Returns the occlusion frame counter | ||
| float | Returns the current PreExposure value. | ||
| UMaterialInstanceDynamic * | GetReusableMID
(
UMaterialInterface* InSource |
Allows MIDs being created and released during view rendering without the overhead of creating and releasing objects As MID are not allowed to be parent of MID this gets fixed up by parenting it to the next Material or MIC | |
| ESequencerState | |||
| SIZE_T | GetSizeBytes () |
||
| const FTemporalLODState & | |||
| FTemporalLODState & | Returns the temporal LOD struct from the viewstate | ||
| float | Returns the blend factor between the last two LOD samples | ||
| uint32 | GetViewKey () |
Returns a unique key for the view state, non-zero | |
| FRDGTextureRef | GetVolumetricCloudTexture
(
FRDGBuilder& GraphBuilder |
Return the active volumetric cloud texture, can be null. | |
| bool | |||
| bool | Tells if the eye adaptation buffer exists without attempting to allocate it. | ||
| bool | |||
| void | OnStartPostProcessing
(
FSceneView& CurrentView |
Resets pool for GetReusableMID() | |
| void | RemoveLumenSceneData
(
FSceneInterface* InScene |
||
| void | RemoveVirtualShadowMapCache
(
FSceneInterface* InScene |
||
| void | Rest some state (e.g. FrameIndexMod8, TemporalAASampleIndex) to make the rendering [more] deterministic | ||
| void | RestoreUnfrozenViewMatrices
(
FSceneView& SceneView |
If frozen view matrices were set, restore the previous view matrices | |
| void | SetSequencerState
(
ESequencerState InSequencerState |
Deprecated Variables
| Type | Name | Description | |
|---|---|---|---|
| uint8: 1 | bValidEyeAdaptationTexture | Use bValidEyeAdaptationBuffer instead. |
Deprecated Functions
| Type | Name | Description | |
|---|---|---|---|
| IPooledRenderTarget * | Use GetCurrentEyeAdaptationBuffer() instead. | ||
| FSceneViewStateInterface * | GetViewParent is deprecated | ||
| const FSceneViewStateInterface * | GetViewParent is deprecated | ||
| bool | Use HasValidEyeAdaptationBuffer() instead. | ||
| bool | HasViewParent is deprecated | ||
| bool | IsViewParent () |
IsViewParent is deprecated | |
| void | SetViewParent is deprecated |