Navigation
API > API/Runtime > API/Runtime/Engine
Struct to hold the temporal LOD state within a view state
| Name | FTemporalLODState |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Public/SceneManagement.h |
| Include Path | #include "SceneManagement.h" |
Syntax
struct FTemporalLODState
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FTemporalLODState() |
SceneManagement.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| TemporalLODLag | float | If non-zero, then we are doing temporal LOD smoothing, this is the time interval. | SceneManagement.h | |
| TemporalLODTime | float | The last two time samples collected for stateless temporal LOD transitions | SceneManagement.h | |
| TemporalLODViewOrigin | FVector | The last two camera origin samples collected for stateless temporal LOD transitions | SceneManagement.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
float GetTemporalLODTransition
(
float LastRenderTime |
Returns the blend factor between the last two LOD samples | SceneManagement.h | |
void UpdateTemporalLODTransition
(
const FSceneView& View, |
SceneManagement.h |