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-> will be exported to EngineDecalClasses.h
| Name | USceneCaptureComponent |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Classes/Components/SceneCaptureComponent.h |
| Include Path | #include "Components/SceneCaptureComponent.h" |
Syntax
UCLASS (Abstract, HideCategories=(Collision, Object, Physics, SceneComponent, Mobility),
MinimalAPI)
class USceneCaptureComponent : public USceneComponent
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UActorComponent → USceneComponent → USceneCaptureComponent
Implements Interfaces
Derived Classes
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
USceneCaptureComponent
(
const FObjectInitializer& ObjectInitializer |
Components/SceneCaptureComponent.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bAlwaysPersistRenderingState | bool | Whether to persist the rendering state even if bCaptureEveryFrame==false. | Components/SceneCaptureComponent.h |
|
| bCaptureEveryFrame | uint8 | Whether to update the capture's contents every frame. | Components/SceneCaptureComponent.h |
|
| bCaptureGpuNextRender | uint8 | Capture a GPU frame for this scene capture, next time it renders (capture program must be connected). | Components/SceneCaptureComponent.h |
|
| bCaptureOnMovement | uint8 | Whether to update the capture's contents on movement. | Components/SceneCaptureComponent.h |
|
| bDumpGpuNextRender | uint8 | Run DumpGPU for this scene capture, next time it renders. | Components/SceneCaptureComponent.h |
|
| bExcludeFromSceneTextureExtents | uint8 | Whether this capture should be excluded from tracking scene texture extents. | Components/SceneCaptureComponent.h |
|
| bSuppressGpuCaptureOrDump | uint8 | Flag used to suppress bCaptureGpuNextRender or bDumpGpuNextRender on reregistration of the component. | Components/SceneCaptureComponent.h | |
| bUseRayTracingIfEnabled | bool | Whether to use ray tracing for this capture. Ray Tracing must be enabled in the project. | Components/SceneCaptureComponent.h |
|
| CaptureMemorySize | TRefCountPtr< FSceneCaptureMemorySize > | Thread safe storage for memory statistics for a scene capture | Components/SceneCaptureComponent.h | |
| CaptureSortPriority | int32 | Capture priority within the frame to sort scene capture on GPU to resolve interdependencies between multiple capture components. | Components/SceneCaptureComponent.h |
|
| CaptureSource | TEnumAsByte< enum ESceneCaptureSource > | Components/SceneCaptureComponent.h |
|
|
| CollectionTransform | TObjectPtr< UMaterialParameterCollection > | Store WorldToLocal and/or Projection matrices (2D capture only) to a Material Parameter Collection on render. | Components/SceneCaptureComponent.h |
|
| CollectionTransformProjection | FName | Parameter name of the first element of the transform in the CollectionTransform Material Parameter Collection set above. | Components/SceneCaptureComponent.h |
|
| CollectionTransformWorldToLocal | FName | Parameter name of the first element of the transform in the CollectionTransform Material Parameter Collection set above. | Components/SceneCaptureComponent.h |
|
| HiddenActors | TArray< TObjectPtr< AActor > > | The actors to hide in the scene capture. | Components/SceneCaptureComponent.h |
|
| HiddenComponents | TArray< TWeakObjectPtr< UPrimitiveComponent > > | The components won't rendered by current component. | Components/SceneCaptureComponent.h | |
| LODDistanceFactor | float | Scales the distance used by LOD. | Components/SceneCaptureComponent.h |
|
| MaxViewDistanceOverride | float | If > 0, sets a maximum render distance override. | Components/SceneCaptureComponent.h |
|
| PrimitiveRenderMode | ESceneCapturePrimitiveRenderMode | Controls what primitives get rendered into the scene capture. | Components/SceneCaptureComponent.h |
|
| ProfilingEventName | FString | Name of the profiling event. | Components/SceneCaptureComponent.h |
|
| ShowFlags | FEngineShowFlags | TODO: Make this a UStruct to set directly? | Components/SceneCaptureComponent.h | |
| ShowFlagSettings | TArray< FEngineShowFlagsSetting > | ShowFlags for the SceneCapture's ViewFamily, to control rendering settings for this view. | Components/SceneCaptureComponent.h |
|
| ShowOnlyActors | TArray< TObjectPtr< AActor > > | The only actors to be rendered by this scene capture, if PrimitiveRenderMode is set to UseShowOnlyList. | Components/SceneCaptureComponent.h |
|
| ShowOnlyComponents | TArray< TWeakObjectPtr< UPrimitiveComponent > > | The only components to be rendered by this scene capture, if PrimitiveRenderMode is set to UseShowOnlyList. | Components/SceneCaptureComponent.h | |
| ViewLightingChannels | FViewLightingChannels | View / light masking support. Controls which lights should affect this view. | Components/SceneCaptureComponent.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void ClearHiddenComponents() |
Clears the hidden list. | Components/SceneCaptureComponent.h |
|
void ClearShowOnlyComponents() |
Clears the Show Only list. | Components/SceneCaptureComponent.h |
|
const TArray< FEngineShowFlagsSetting > & GetShowFlagSettings() |
Get the show flag settings. | Components/SceneCaptureComponent.h |
|
virtual const AActor * GetViewOwner () |
To leverage a component's bOwnerNoSee/bOnlyOwnerSee properties, the capture view requires an "owner". | Components/SceneCaptureComponent.h | |
FSceneViewStateInterface * GetViewState
(
int32 ViewIndex |
Returns the view state, if any, and allocates one if needed. | Components/SceneCaptureComponent.h | |
void HideActorComponents
(
AActor* InActor, |
Adds all primitive components in the actor to our list of hidden components. | Components/SceneCaptureComponent.h |
|
void HideComponent
(
UPrimitiveComponent* InComponent |
Adds the component to our list of hidden components. | Components/SceneCaptureComponent.h |
|
virtual bool Is2D() |
Whether this component is a USceneCaptureComponent2D | Components/SceneCaptureComponent.h | |
virtual bool IsCube() |
Whether this component is a USceneCaptureComponentCube | Components/SceneCaptureComponent.h | |
bool IsUnlit () |
Returns whether a scene capture doesn't want or need lighting, and can disable several additional rendering features to save performance (see DisableFeaturesForUnlit in ShowFlags.h). | Components/SceneCaptureComponent.h | |
void RemoveShowOnlyActorComponents
(
AActor* InActor, |
Removes an actor's components from the Show Only list. | Components/SceneCaptureComponent.h |
|
void RemoveShowOnlyComponent
(
UPrimitiveComponent* InComponent |
Removes a component from the Show Only list. | Components/SceneCaptureComponent.h |
|
void SetCaptureSortPriority
(
int32 NewCaptureSortPriority |
Changes the value of TranslucentSortPriority. | Components/SceneCaptureComponent.h |
|
bool SetFrameUpdated() |
Components/SceneCaptureComponent.h | ||
void SetShowFlagSettings
(
const TArray< FEngineShowFlagsSetting >& InShowFlagSettings |
Set the show flag settings. | Components/SceneCaptureComponent.h |
|
void ShowOnlyActorComponents
(
AActor* InActor, |
Adds all primitive components in the actor to our list of show-only components. | Components/SceneCaptureComponent.h |
|
void ShowOnlyComponent
(
UPrimitiveComponent* InComponent |
Adds the component to our list of show-only components. | Components/SceneCaptureComponent.h |
|
virtual void UpdateSceneCaptureContents
(
FSceneInterface* Scene |
Components/SceneCaptureComponent.h | ||
virtual void UpdateSceneCaptureContents
(
FSceneInterface* Scene, |
Components/SceneCaptureComponent.h |
Overridden from UActorComponent
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void OnComponentDestroyed
(
bool bDestroyingHierarchy |
Called when a component is destroyed | Components/SceneCaptureComponent.h | |
virtual void OnRegister() |
Called when a component is registered, after Scene is set, but before CreateRenderState_Concurrent or OnCreatePhysicsState are called. | Components/SceneCaptureComponent.h | |
virtual void OnUnregister () |
Called when a component is unregistered. | Components/SceneCaptureComponent.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void BeginDestroy() |
Components/SceneCaptureComponent.h | ||
virtual bool CanEditChange
(
const FProperty* InProperty |
Components/SceneCaptureComponent.h | ||
virtual void PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Components/SceneCaptureComponent.h | ||
virtual void PostLoad() |
Components/SceneCaptureComponent.h | ||
virtual void Serialize
(
FArchive& Ar |
Components/SceneCaptureComponent.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool IsCulledByDetailMode() |
Components/SceneCaptureComponent.h | ||
void RegisterDelegates() |
Components/SceneCaptureComponent.h | ||
void ReleaseGarbageReferences() |
Components/SceneCaptureComponent.h | ||
void UnregisterDelegates() |
Components/SceneCaptureComponent.h | ||
void UpdateShowFlags() |
Update the show flags from our show flags settings (ideally, you'd be able to set this more directly, but currently unable to make FEngineShowFlags a UStruct to use it as a FProperty...) | Components/SceneCaptureComponent.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static void AddReferencedObjects
(
UObject* InThis, |
Components/SceneCaptureComponent.h | ||
static void UpdateDeferredCaptures
(
FSceneInterface* Scene |
Components/SceneCaptureComponent.h |