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Experimental interface to invalidate (VSM) shadows by marking instances during a scene render. The collected objects are invalidated at the next scene update time, before GPU-Scene update, so this can't be used to trigger invalidation for the current frame. NOTE: marked as Renderer::Private as it is experimental and may be subject to change.
| Name | IShadowInvalidatingInstances |
| Type | class |
| Header File | /Engine/Source/Runtime/Renderer/Public/SceneRendererInterface.h |
| Include Path | #include "SceneRendererInterface.h" |
Syntax
class IShadowInvalidatingInstances
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~IShadowInvalidatingInstances() |
SceneRendererInterface.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AddInstanceRange
(
FPersistentPrimitiveIndex PersistentPrimitiveIndex, |
Add a range of instances for invalidation. Should be called from the render thread. | SceneRendererInterface.h | |
void AddPrimitive
(
const FPrimitiveSceneInfo* PrimitiveSceneInfo |
Add primitive for invalidation. | SceneRendererInterface.h |