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Unreal Engine C++ API Reference > Runtime > Engine
Inheritance Hierarchy
- ISceneViewExtension
- FSceneViewExtensionBase
- FColorCorrectRegionsSceneViewExtension
- FHMDSceneViewExtension
- FDefaultStereoLayers
- FDefaultXRCamera
- FPixelStreamingHMD
- FImgMediaSceneViewExtension
- FLandscapeSceneViewExtension
- FMobileFSRViewExtension
- FMotionDelayClient
- FOpenColorIODisplayExtension
- FWorldSceneViewExtension
- FGerstnerWaterWaveViewExtension
- FWaterViewExtension
- UMotionControllerComponent::FViewExtension
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Public/SceneViewExtension.h |
Include | #include "SceneViewExtension.h" |
Syntax
class ISceneViewExtension
Constructors
Type | Name | Description | |
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Destructors
Type | Name | Description | |
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Functions
Type | Name | Description | |
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void | BeginRenderViewFamily
(
FSceneViewFamily& InViewFamily |
Called on game thread when view family is about to be rendered. |
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int32 | GetPriority () |
Called to determine view extensions priority in relation to other view extensions, higher comes first |
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bool | IsActiveThisFrame
(
const FSceneViewExtensionContext& Context |
Returning false disables the extension for the current frame in the given context. |
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bool | IsActiveThisFrame_Internal
(
const FSceneViewExtensionContext& Context |
Called if no IsActive functors returned a definitive answer to whether this extension should be active this frame. |
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void | PostRenderBasePassDeferred_RenderThread
(
FRDGBuilder& GraphBuilder, |
Called right after Base Pass rendering finished when using the deferred renderer. |
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void | PostRenderBasePassMobile_RenderThread
(
FRHICommandList& RHICmdList, |
Called right after Base Pass rendering finished when using the mobile renderer. |
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void | PostRenderView_RenderThread
(
FRDGBuilder& GraphBuilder, |
Allows to render content after the 3D content scene, useful for debugging |
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void | PostRenderViewFamily_RenderThread
(
FRDGBuilder& GraphBuilder, |
Allows to render content after the 3D content scene, useful for debugging |
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void | PreInitViews_RenderThread
(
FRDGBuilder& GraphBuilder |
Called on render thread prior to initializing views. |
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void | PrePostProcessPass_RenderThread
(
FRDGBuilder& GraphBuilder, |
Called right before Post Processing rendering begins |
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void | PreRenderView_RenderThread
(
FRDGBuilder& GraphBuilder, |
Called on render thread at the start of rendering, for each view, after PreRenderViewFamily_RenderThread call. |
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void | PreRenderViewFamily_RenderThread
(
FRDGBuilder& GraphBuilder, |
Called on render thread at the start of rendering. |
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void | SetupView
(
FSceneViewFamily& InViewFamily, |
Called on game thread when creating the view. |
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void | SetupViewFamily
(
FSceneViewFamily& InViewFamily |
Called on game thread when creating the view family. |
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void | SetupViewPoint
(
APlayerController* Player, |
Called when creating the viewpoint, before culling, in case an external tracking device needs to modify the base location of the view |
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void | SetupViewProjectionMatrix
(
FSceneViewProjectionData& InOutProjectionData |
Called when creating the view, in case non-stereo devices need to update projection matrix. |
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void | SubscribeToPostProcessingPass
(
EPostProcessingPass Pass, |
This will be called at the beginning of post processing to make sure that each view extension gets a chance to subscribe to an after pass event. |
Enums
Type | Name | Description | |
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EPostProcessingPass |
Deprecated Functions
Type | Name | Description | |
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void | PostRenderBasePass_RenderThread
(
FRHICommandListImmediate& RHICmdList, |
PostRenderBasePass now has a mobile and deferred variant. |
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void | PostRenderView_RenderThread
(
FRHICommandListImmediate& RHICmdList, |
Use PostRePostRenderView_RenderThreadnderViewFamily_RenderThread with an RDG builder instead. RHI commands can be enqueued directly using GraphBuilder.RHICmdList or queued onto the graph. |
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void | PostRenderViewFamily_RenderThread
(
FRHICommandListImmediate& RHICmdList, |
Use PostRenderViewFamily_RenderThread with an RDG builder instead. RHI commands can be enqueued directly using GraphBuilder.RHICmdList or queued onto the graph. |
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void | PreRenderView_RenderThread
(
FRHICommandListImmediate& RHICmdList, |
Use PreRenderView_RenderThread with an RDG builder instead. RHI commands can be enqueued directly using GraphBuilder.RHICmdList or queued onto the graph. |
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void | PreRenderViewFamily_RenderThread
(
FRHICommandListImmediate& RHICmdList, |
Use PreRenderViewFamily_RenderThread with an RDG builder instead. RHI commands can be enqueued directly using GraphBuilder.RHICmdList or queued onto the graph. |