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Unreal Engine C++ API Reference > Runtime > HeadMountedDisplay
Inheritance Hierarchy
- ISceneViewExtension
- TSharedFromThis
- FSceneViewExtensionBase
- FMotionDelayClient
References
Module | HeadMountedDisplay |
Header | /Engine/Source/Runtime/HeadMountedDisplay/Public/MotionDelayBuffer.h |
Include | #include "MotionDelayBuffer.h" |
Syntax
class FMotionDelayClient : public FSceneViewExtensionBase
Remarks
Constructors
Type | Name | Description | |
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FMotionDelayClient
(
const FAutoRegister& AutoRegister |
Functions
Type | Name | Description | |
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void | Apply_RenderThread
(
FSceneInterface* Scene |
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bool | FindDelayTransform
(
USceneComponent* Target, |
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uint32 | ||
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void | GetExemptTargets
(
TArray< USceneComponent* >& ExemptTargets |
|
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void | Restore_RenderThread
(
FSceneInterface* Scene |
Overridden from ISceneViewExtension
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_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 | PostRenderViewFamily_RenderThread
(
FRDGBuilder& GraphBuilder, |
Allows to render content after the 3D content scene, useful for debugging |
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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 |
ISceneViewExtension interface |