Module |
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Header |
/Engine/Source/Runtime/Engine/Classes/Components/ReflectionCaptureComponent.h |
Include |
#include "Components/ReflectionCaptureComponent.h" |
class UReflectionCaptureComponent : public USceneComponent
-> will be exported to EngineDecalClasses.h
Name | Description | ||
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bMapBuildDataIdLoaded |
Check to see if MapBuildDataId was loaded - otherwise we need to display a warning on cook |
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float |
Brightness |
A brightness control to scale the captured scene's reflection intensity. |
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CaptureOffset |
World space offset to apply before capturing. |
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CaptureOffsetComponent |
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UTextureCube &#... |
Cubemap |
Cubemap to use for reflection if ReflectionSourceType is set to RS_SpecifiedCubemap. |
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MapBuildDataId |
Guid for map build data |
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ReflectionSourceType |
Indicates where to get the reflection source from. |
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SceneProxy |
The rendering thread's mirror of this reflection capture. |
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float |
SourceCubemapAngle |
Angle to rotate the source cubemap when SourceType is set to SLS_SpecifiedCubemap. |
Name | Description | |
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UReflectionCaptureComponent ( |
Name | Description | ||
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FReflectionC... |
CreateSceneProxy() |
Callback to create the rendering thread mirror. |
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float |
GetInfluenceBoundingRadius() |
Gets the radius that bounds the shape's influence, used for culling. |
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FReflectionC... |
GetMapBuildData() |
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GetReflectionCaptureSize() |
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MarkDirtyForRecapture() |
Generates a new MapBuildDataId and adds the capture to the capture queue processed by UpdateReflectionCaptureContents. |
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MarkDirtyForRecaptureOrUpload() |
Adds the capture to the capture queue processed by UpdateReflectionCaptureContents. |
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SetCaptureCompleted() |
Marks this component has having been recaptured. |
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UpdatePreviewShape() |
Called to update the preview shapes when something they are dependent on has changed. |
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UpdateReflectionCaptureContents |
Called each tick to recapture and queued reflection captures. |
Name | Description | ||
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PreFeatureLevelChange ( |
Called to update any visuals needed for a feature level change |
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PropagateLightingScenarioChange() |
Updates any visuals after the lighting has changed |
Name | Description | ||
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CreateRenderState_Concurrent ( |
Used to create any rendering thread information for this component |
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DestroyRenderState_Concurrent() |
Used to shut down any rendering thread structure for this component |
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InvalidateLightingCacheDetailed |
Called when this actor component has moved, allowing it to discard statically cached lighting information. |
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OnRegister() |
Called when a component is registered, after Scene is set, but before CreateRenderState_Concurrent or OnCreatePhysicsState are called. |
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SendRenderTransform_Concurrent() |
Called to send a transform update for this component to the rendering thread |
Name | Description | ||
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BeginDestroy() |
Called before destroying the object. |
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CanEditChange ( |
Called by the editor to query whether a property of this object is allowed to be modified. |
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FinishDestroy() |
Called to finish destroying the object. |
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IsReadyForFinishDestroy() |
Called to check if the object is ready for FinishDestroy. |
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PostEditChangeProperty ( |
Called when a property on this object has been modified externally |
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PostInitProperties() |
Called after the C++ constructor and after the properties have been initialized, including those loaded from config. |
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Serialize ( |
Handles reading, writing, and reference collecting using FArchive. |
Name |
Description |
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ReflectionCapturesToUpdate |
List of reflection captures that need to be recaptured. |
ReflectionCapturesToUpdateForLoad |
List of reflection captures that need to be recaptured because they were dirty on load. |
ReflectionCapturesToUpdateForLoadLock |