Navigation
API > API/Runtime > API/Runtime/Engine
The scene manager's persistent view state.
| Name | FSceneViewStateInterface |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Public/SceneManagement.h |
| Include Path | #include "SceneManagement.h" |
Syntax
class FSceneViewStateInterface
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FSceneViewStateInterface() |
SceneManagement.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~FSceneViewStateInterface() |
Don't allow direct deletion of the view state, Destroy should be called instead. | SceneManagement.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void ActivateFrozenViewMatrices
(
FSceneView& SceneView |
If frozen view matrices are available, set those as active on the SceneView | SceneManagement.h | |
virtual void AddLumenSceneData
(
FSceneInterface* InScene, |
Similar to above, but adds Lumen Scene Data | SceneManagement.h | |
void AddReferencedObjects
(
FReferenceCollector& Collector |
SceneManagement.h | ||
void ClearMIDPool
(
FStringView MidParentRootPath |
Clears the pool of mids being referenced by this view state | SceneManagement.h | |
void Destroy() |
Called in the game thread to destroy the view state. | SceneManagement.h | |
FSceneViewState * GetConcreteViewState() |
SceneManagement.h | ||
FRDGPooledBuffer * GetCurrentEyeAdaptationBuffer() |
Returns the eye adaptation buffer. | SceneManagement.h | |
IPooledRenderTarget * GetCurrentEyeAdaptationTexture() |
SceneManagement.h | ||
uint32 GetCurrentTemporalAASampleIndex() |
SceneManagement.h | ||
uint32 GetDistanceFieldTemporalSampleIndex() |
Returns the distance field temporal sample index | SceneManagement.h | |
const FViewMatrices * GetFrozenViewMatrices() |
If frozen view matrices are available, return a pointer to them | SceneManagement.h | |
float GetLastEyeAdaptationExposure() |
Returns the eye adaptation exposure. | SceneManagement.h | |
uint32 GetOcclusionFrameCounter() |
Returns the occlusion frame counter | SceneManagement.h | |
float GetPreExposure () |
Returns the current PreExposure value. | SceneManagement.h | |
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 | SceneManagement.h | |
ESequencerState GetSequencerState() |
SceneManagement.h | ||
virtual SIZE_T GetSizeBytes() |
SceneManagement.h | ||
const FTemporalLODState & GetTemporalLODState () |
SceneManagement.h | ||
| Returns the temporal LOD struct from the viewstate | SceneManagement.h | ||
float GetTemporalLODTransition() |
Returns the blend factor between the last two LOD samples | SceneManagement.h | |
uint32 GetViewKey() |
Returns a unique key for the view state, non-zero | SceneManagement.h | |
const FSceneViewStateInterface * GetViewParent () |
SceneManagement.h | ||
| SceneManagement.h | |||
FRDGTextureRef GetVolumetricCloudTexture
(
FRDGBuilder& GraphBuilder |
Return the active volumetric cloud texture, can be null. | SceneManagement.h | |
FVector2f GetVolumetricCloudTextureUVMax() |
SceneManagement.h | ||
FVector2f GetVolumetricCloudTextureUVScale() |
SceneManagement.h | ||
bool HasLumenSceneData() |
SceneManagement.h | ||
bool HasValidEyeAdaptationBuffer() |
Tells if the eye adaptation buffer exists without attempting to allocate it. | SceneManagement.h | |
bool HasValidEyeAdaptationTexture() |
SceneManagement.h | ||
bool HasViewParent() |
SceneManagement.h | ||
bool IsViewParent() |
SceneManagement.h | ||
void OnStartPostProcessing
(
FSceneView& CurrentView |
Resets pool for GetReusableMID() | SceneManagement.h | |
virtual void RemoveLumenSceneData
(
FSceneInterface* InScene |
SceneManagement.h | ||
void ResetViewState() |
Rest some state (e.g. FrameIndexMod8, TemporalAASampleIndex) to make the rendering [more] deterministic | SceneManagement.h | |
void RestoreUnfrozenViewMatrices
(
FSceneView& SceneView |
If frozen view matrices were set, restore the previous view matrices | SceneManagement.h | |
void SetSequencerState
(
ESequencerState InSequencerState |
SceneManagement.h | ||
void SetViewParent
(
FSceneViewStateInterface* |
SceneManagement.h | ||
void SystemMemoryMirrorBackup
(
FSceneViewStateSystemMemoryMirror* SystemMemoryMirror |
SceneManagement.h | ||
void SystemMemoryMirrorRestore
(
FSceneViewStateSystemMemoryMirror* SystemMemoryMirror |
SceneManagement.h |
Protected
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static TPimplPtr< FSceneViewStateSystemMemoryMirror > SystemMemoryMirrorAllocate () |
Scene view state mirroring to system memory, useful for offline high resolution tiled rendering (such as via Movie Render Queue). | SceneManagement.h |