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-> will be exported to EngineDecalClasses.h
| Name | UReflectionCaptureComponent |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Classes/Components/ReflectionCaptureComponent.h |
| Include Path | #include "Components/ReflectionCaptureComponent.h" |
Syntax
UCLASS (Abstract,
HideCategories=(Collision, Object, Physics, SceneComponent, Activation, "Components|Activation", Mobility),
MinimalAPI)
class UReflectionCaptureComponent : public USceneComponent
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UActorComponent → USceneComponent → UReflectionCaptureComponent
Implements Interfaces
Derived Classes
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UReflectionCaptureComponent
(
const FObjectInitializer& ObjectInitializer |
Components/ReflectionCaptureComponent.h |
Structs
| Name | Remarks |
|---|---|
| FRuntimeFade | Fade-in/out state for runtime captures, for when captures go in or out of budget. |
| FRuntimeFadeEntry | Struct that handles propagation of fade state to render thread. |
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| ReflectionCapturesToUpdate | TArray< UReflectionCaptureComponent * > | List of reflection captures that need to be recaptured. | Components/ReflectionCaptureComponent.h |
| ReflectionCapturesToUpdateForLoad | TArray< UReflectionCaptureComponent * > | List of reflection captures that need to be recaptured because they were dirty on load. | Components/ReflectionCaptureComponent.h |
| ReflectionCapturesToUpdateForLoadLock | FCriticalSection | Components/ReflectionCaptureComponent.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bFiniteFarPlane | bool | When true, the runtime capture renders with a finite far clipping plane. | Components/ReflectionCaptureComponent.h |
|
| bMapBuildDataIdLoaded | bool | Check to see if MapBuildDataId was loaded - otherwise we need to display a warning on cook | Components/ReflectionCaptureComponent.h | |
| Brightness | float | A brightness control to scale the captured scene's reflection intensity. | Components/ReflectionCaptureComponent.h |
|
| bRuntimeCapture | bool | Reflection capture is generated at runtime. | Components/ReflectionCaptureComponent.h |
|
| CaptureOffset | FVector | World space offset to apply before capturing. | Components/ReflectionCaptureComponent.h |
|
| CaptureOffsetComponent | TObjectPtr< UBillboardComponent > | Components/ReflectionCaptureComponent.h | ||
| Cubemap | TObjectPtr< class UTextureCube > | Cubemap to use for reflection if ReflectionSourceType is set to RS_SpecifiedCubemap. | Components/ReflectionCaptureComponent.h |
|
| EncodedHDRCubemapTexture | FReflectionTextureCubeResource * | Cubemap texture resource used for rendering with the encoded HDR values. | Components/ReflectionCaptureComponent.h | |
| MapBuildDataId | FGuid | Guid for map build data | Components/ReflectionCaptureComponent.h | |
| MaxViewDistance | float | If > 0, sets a maximum render distance override. | Components/ReflectionCaptureComponent.h |
|
| PostProcessMaterial | TObjectPtr< class UMaterialInterface > | Post process material applied to runtime reflection captures. | Components/ReflectionCaptureComponent.h |
|
| ReflectionSourceType | EReflectionSourceType | Indicates where to get the reflection source from. | Components/ReflectionCaptureComponent.h |
|
| RuntimeSkylightScale | FLinearColor | Skylight scale factor applied to runtime reflection capture. | Components/ReflectionCaptureComponent.h |
|
| SceneProxy | FReflectionCaptureProxy * | The rendering thread's mirror of this reflection capture. | Components/ReflectionCaptureComponent.h | |
| SourceCubemapAngle | float | Angle to rotate the source cubemap when SourceType is set to SLS_SpecifiedCubemap. | Components/ReflectionCaptureComponent.h |
|
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bFastRenderRequested | bool | When true, the capture's next update renders all 6 faces in one frame instead of timeslicing; cleared after processing. | Components/ReflectionCaptureComponent.h | |
| bNeedsRecaptureOrUpload | bool | Whether the reflection capture needs to re-capture the scene. | Components/ReflectionCaptureComponent.h | |
| bRefreshInFlight | bool | Flag set at the start of time slicing of a capture being refreshed; cleared after last timeslice renders. | Components/ReflectionCaptureComponent.h | |
| bRefreshRequested | bool | When true, the capture will be prioritized for update on the next frame, then this flag is cleared. | Components/ReflectionCaptureComponent.h | |
| bSmoothBlendRequested | bool | When true, the capture's next refresh attempts to cross-fade from old to new content; cleared after processing. | Components/ReflectionCaptureComponent.h | |
| CachedAverageBrightness | float | Cached Average Brightness from MapBuildData used for rendering with the encoded HDR values. | Components/ReflectionCaptureComponent.h | |
| ReleaseResourcesFence | FRenderCommandFence | Fence used to track progress of releasing resources on the rendering thread. | Components/ReflectionCaptureComponent.h | |
| RuntimeFade | FRuntimeFade | Components/ReflectionCaptureComponent.h | ||
| RuntimeLastRenderedFrame | uint32 | Last frame this reflection capture was rendered at runtime. | Components/ReflectionCaptureComponent.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AllocateEncodedHDRCubemapTexture
(
FStaticShaderPlatform ShaderPlatform |
Components/ReflectionCaptureComponent.h | ||
FReflectionCaptureProxy * CreateSceneProxy() |
Callback to create the rendering thread mirror. | Components/ReflectionCaptureComponent.h | |
FReflectionCaptureMapBuildData * GetMapBuildData() |
Components/ReflectionCaptureComponent.h | ||
bool IsRuntimeCapture() |
Accessor for bRuntimeCapture setting. | Components/ReflectionCaptureComponent.h | |
void MarkDirtyForRecapture() |
Generates a new MapBuildDataId and adds the capture to the capture queue processed by UpdateReflectionCaptureContents. | Components/ReflectionCaptureComponent.h | |
void MarkDirtyForRecaptureOrUpload() |
Adds the capture to the capture queue processed by UpdateReflectionCaptureContents. | Components/ReflectionCaptureComponent.h | |
void RefreshCapture
(
bool bFastRender, |
Request this runtime capture to refresh on the next available frame. | Components/ReflectionCaptureComponent.h |
|
void SetCaptureCompleted() |
Marks this component has having been recaptured. | Components/ReflectionCaptureComponent.h |
Public Virtual
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual float GetInfluenceBoundingRadius() |
Gets the radius that bounds the shape's influence, used for culling. | Components/ReflectionCaptureComponent.h | |
virtual void UpdatePreviewShape() |
Called to update the preview shapes when something they are dependent on has changed. | Components/ReflectionCaptureComponent.h |
Overridden from USceneComponent
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void PreFeatureLevelChange
(
ERHIFeatureLevel::Type PendingFeatureLevel |
Called to update any visuals needed for a feature level change | Components/ReflectionCaptureComponent.h | |
virtual void PropagateLightingScenarioChange() |
Updates any visuals after the lighting has changed | Components/ReflectionCaptureComponent.h |
Overridden from UActorComponent
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void CreateRenderState_Concurrent
(
FRegisterComponentContext* Context |
Used to create any rendering thread information for this component | Components/ReflectionCaptureComponent.h | |
virtual void DestroyRenderState_Concurrent () |
Used to shut down any rendering thread structure for this component | Components/ReflectionCaptureComponent.h | |
virtual void InvalidateLightingCacheDetailed
(
bool bInvalidateBuildEnqueuedLighting, |
Called when this actor component has moved, allowing it to discard statically cached lighting information. | Components/ReflectionCaptureComponent.h | |
virtual void SendRenderTransform_Concurrent () |
Called to send a transform update for this component to the rendering thread | Components/ReflectionCaptureComponent.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void BeginDestroy() |
Components/ReflectionCaptureComponent.h | ||
virtual bool CanEditChange
(
const FProperty* Property |
Components/ReflectionCaptureComponent.h | ||
virtual void FinishDestroy() |
Components/ReflectionCaptureComponent.h | ||
virtual bool IsReadyForFinishDestroy() |
Components/ReflectionCaptureComponent.h | ||
virtual void PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Components/ReflectionCaptureComponent.h | ||
virtual void PostInitProperties() |
Components/ReflectionCaptureComponent.h | ||
virtual void Serialize
(
FArchive& Ar |
Components/ReflectionCaptureComponent.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static int32 GetReflectionCaptureSize() |
Components/ReflectionCaptureComponent.h | ||
static bool HasReflectionCapturesToUpdate() |
Components/ReflectionCaptureComponent.h | ||
static bool IsEncodedHDRCubemapTextureRequired
(
EShaderPlatform ShaderPlatform |
Components/ReflectionCaptureComponent.h | ||
static void UpdateReflectionCaptureContents
(
UWorld* WorldToUpdate, |
Generally called each tick to recapture any queued reflection captures. | Components/ReflectionCaptureComponent.h |