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Unreal Engine C++ API Reference > Runtime > Engine > Rendering
Inheritance Hierarchy
- FTickableGameObject
- FUObjectArray::FUObjectDeleteListener
- FMotionVectorSimulation
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Public/Rendering/MotionVectorSimulation.h |
Include | #include "Rendering/MotionVectorSimulation.h" |
Syntax
class FMotionVectorSimulation :
public FTickableGameObject,
public FUObjectArray::FUObjectDeleteListener
Remarks
Singleton class used for optionally overriding previous transforms for motion vector computation. This predominantly used by Sequencer on camera cut frames to forcibly inform the renderer of simulated trajectories for primitive components and cameras. Transforms are stored in an unintrusive sparse map per-component to avoid paying a memory cost for all components. Simulated transforms are only valid for the frame that they were added, and are removed on a subsequent tick.
Constructors
No constructors are accessible with public or protected access.
Destructors
No destructors are accessible with public or protected access.
Functions
Type | Name | Description | |
---|---|---|---|
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void | ClearPreviousTransform
(
USceneComponent* Component |
Clear the simulated previous transform for the specified component |
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FMotionVectorSimulation & | Get () |
Access the singleton instance for motion vector simulation |
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TOptional< FTransform > | GetPreviousTransform
(
USceneComponent* Component |
Check if the specified scene component has a simulated transform and return the result as an optional transform. |
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bool | GetPreviousTransform
(
USceneComponent* Component, |
Check if the specified scene component has a simulated transform, setting the specified transform if so. |
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bool | IsEnabled () |
Check whether motion vector simulation is enabled. When disabled, no transforms will be returned. |
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void | SetPreviousTransform
(
USceneComponent* Component, |
Assign a simulated previous frame transform for the specified component. |