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Used to capture a 'snapshot' of the scene from a 6 planes and feed it to a render target.
| Name | USceneCaptureComponentCube |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Classes/Components/SceneCaptureComponentCube.h |
| Include Path | #include "Components/SceneCaptureComponentCube.h" |
Syntax
UCLASS (HideCategories=(Collision, Object, Physics, SceneComponent), ClassGroup=Rendering,
EditInlineNew, Meta=(BlueprintSpawnableComponent), MinimalAPI)
class USceneCaptureComponentCube : public USceneCaptureComponent
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UActorComponent → USceneComponent → USceneCaptureComponent → USceneCaptureComponentCube
Implements Interfaces
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
USceneCaptureComponentCube
(
const FObjectInitializer& ObjectInitializer |
Components/SceneCaptureComponentCube.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bCaptureRotation | bool | Preserve the rotation of the actor when updating the capture. | Components/SceneCaptureComponentCube.h |
|
| DrawFrustum | TObjectPtr< class UDrawFrustumComponent > | The frustum component used to show visually where the camera field of view is | Components/SceneCaptureComponentCube.h | |
| PostProcessBlendWeight | float | Range (0.0, 1.0) where 0 indicates no effect, 1 indicates full effect. | Components/SceneCaptureComponentCube.h |
|
| PostProcessSettings | FPostProcessSettings | Components/SceneCaptureComponentCube.h |
|
|
| TextureTarget | TObjectPtr< class UTextureRenderTargetCube > | Temporary render target that can be used by the editor. | Components/SceneCaptureComponentCube.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void CaptureScene () |
Render the scene to the texture target immediately. | Components/SceneCaptureComponentCube.h |
|
void CaptureSceneDeferred () |
Render the scene to the texture the next time the main view is rendered. | Components/SceneCaptureComponentCube.h | |
void UpdateContent() |
For backwards compatibility. | Components/SceneCaptureComponentCube.h | |
void UpdateDrawFrustum() |
Components/SceneCaptureComponentCube.h |
Overridden from USceneCaptureComponent
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool IsCube() |
Whether this component is a USceneCaptureComponentCube | Components/SceneCaptureComponentCube.h | |
virtual void UpdateSceneCaptureContents
(
FSceneInterface* Scene, |
Components/SceneCaptureComponentCube.h |
Overridden from UActorComponent
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void OnComponentDestroyed
(
bool bDestroyingHierarchy |
Called when a component is destroyed | Components/SceneCaptureComponentCube.h | |
virtual void OnRegister() |
Called when a component is registered, after Scene is set, but before CreateRenderState_Concurrent or OnCreatePhysicsState are called. | Components/SceneCaptureComponentCube.h | |
virtual void SendRenderTransform_Concurrent () |
Called to send a transform update for this component to the rendering thread | Components/SceneCaptureComponentCube.h | |
virtual void TickComponent
(
float DeltaTime, |
Function called every frame on this ActorComponent. | Components/SceneCaptureComponentCube.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Components/SceneCaptureComponentCube.h | ||
virtual void Serialize
(
FArchive& Ar |
Components/SceneCaptureComponentCube.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static void AddReferencedObjects
(
UObject* InThis, |
Components/SceneCaptureComponentCube.h |