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API > API/Runtime > API/Runtime/Engine
| Name | ISceneViewExtension |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Public/SceneViewExtension.h |
| Include Path | #include "SceneViewExtension.h" |
Syntax
class ISceneViewExtension
Derived Classes
Enums
Public
| Name | Remarks |
|---|---|
| EPostProcessingPass | Each post-processing pass immediately precedes a PPM blend location, if it exists. See comments below. |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void BeginRenderViewFamily
(
FSceneViewFamily& InViewFamily |
Called on game thread when view family is about to be rendered. | SceneViewExtension.h | |
virtual int32 GetPriority() |
Called to determine view extensions priority in relation to other view extensions, higher comes first | SceneViewExtension.h | |
virtual bool IsActiveThisFrame
(
const FSceneViewExtensionContext& Context |
Returning false disables the extension for the current frame in the given context. | SceneViewExtension.h | |
virtual void PostCreateSceneRenderer
(
const FSceneViewFamily& InViewFamily, |
Called on game thread after the scene renderers have been created | SceneViewExtension.h | |
virtual void PostRenderBasePassDeferred_RenderThread
(
FRDGBuilder& GraphBuilder, |
Called right after Base Pass rendering finished when using the deferred renderer. | SceneViewExtension.h | |
virtual void PostRenderBasePassMobile_RenderThread
(
FRHICommandList& RHICmdList, |
Called right after Base Pass rendering finished when using the mobile renderer. | SceneViewExtension.h | |
virtual void PostRenderView_RenderThread
(
FRDGBuilder& GraphBuilder, |
Allows to render content after the 3D content scene, useful for debugging | SceneViewExtension.h | |
virtual void PostRenderViewFamily_RenderThread
(
FRDGBuilder& GraphBuilder, |
Allows to render content after the 3D content scene, useful for debugging | SceneViewExtension.h | |
virtual void PreInitViews_RenderThread
(
FRDGBuilder& GraphBuilder |
Called on render thread prior to initializing views. | SceneViewExtension.h | |
virtual void PrePostProcessPass_RenderThread
(
FRDGBuilder& GraphBuilder, |
Called right before Post Processing rendering begins | SceneViewExtension.h | |
virtual void PrePostProcessPassMobile_RenderThread
(
FRDGBuilder& GraphBuilder, |
Called right before Post Processing rendering begins for the mobile renderer | SceneViewExtension.h | |
virtual void PreRenderBasePass_RenderThread
(
FRDGBuilder& GraphBuilder, |
Called on render thread right before Base Pass rendering. | SceneViewExtension.h | |
virtual void PreRenderView_RenderThread
(
FRDGBuilder& GraphBuilder, |
Called on render thread at the start of rendering, for each view, after PreRenderViewFamily_RenderThread call. | SceneViewExtension.h | |
virtual void PreRenderViewFamily_RenderThread
(
FRDGBuilder& GraphBuilder, |
Called on render thread at the start of rendering. | SceneViewExtension.h | |
virtual void SetupView
(
FSceneViewFamily& InViewFamily, |
Called on game thread when creating the view. | SceneViewExtension.h | |
virtual void SetupViewFamily
(
FSceneViewFamily& InViewFamily |
Called on game thread when creating the view family. | SceneViewExtension.h | |
virtual 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 | SceneViewExtension.h | |
virtual void SetupViewProjectionMatrix
(
FSceneViewProjectionData& InOutProjectionData |
Called when creating the view, in case non-stereo devices need to update projection matrix. | SceneViewExtension.h | |
virtual void SubscribeToPostProcessingPass
(
EPostProcessingPass Pass, |
Deprecated APIs - These are no longer called and must be converted to restore functionality. | SceneViewExtension.h | |
virtual 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 a post-processing pass event. | SceneViewExtension.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool IsActiveThisFrame_Internal
(
const FSceneViewExtensionContext& Context |
Called if no IsActive functors returned a definitive answer to whether this extension should be active this frame. | SceneViewExtension.h |