UReflectionCaptureComponent

-> will be exported to EngineDecalClasses.h

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Inheritance Hierarchy

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Classes/Components/ReflectionCaptureComponent.h

Include

#include "Components/ReflectionCaptureComponent.h"

Syntax

class UReflectionCaptureComponent : public USceneComponent

Remarks

-> will be exported to EngineDecalClasses.h

Variables

Name Description

Public variable

bool

 

bMapBuildDataIdLoaded

Check to see if MapBuildDataId was loaded - otherwise we need to display a warning on cook

Public variable

float

 

Brightness

A brightness control to scale the captured scene's reflection intensity.

Public variable

FVector

 

CaptureOffset

World space offset to apply before capturing.

Public variable

UBillboardCompo...

 

CaptureOffsetComponent

Public variable

UTextureCube &#...

 

Cubemap

Cubemap to use for reflection if ReflectionSourceType is set to RS_SpecifiedCubemap.

Public variable

FGuid

 

MapBuildDataId

Guid for map build data

Public variable

EReflectionSour...

 

ReflectionSourceType

Indicates where to get the reflection source from.

Public variable

FReflectionCapt...

 

SceneProxy

The rendering thread's mirror of this reflection capture.

Public variable

float

 

SourceCubemapAngle

Angle to rotate the source cubemap when SourceType is set to SLS_SpecifiedCubemap.

Constructors

Name Description

Public function

UReflectionCaptureComponent

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function

FReflectionC...

 

CreateSceneProxy()

Callback to create the rendering thread mirror.

Public function Virtual Const

float

 

GetInfluenceBoundingRadius()

Gets the radius that bounds the shape's influence, used for culling.

Public function Const

FReflectionC...

 

GetMapBuildData()

Public function Static

int32

 

GetReflectionCaptureSize()

Public function

void

 

MarkDirtyForRecapture()

Generates a new MapBuildDataId and adds the capture to the capture queue processed by UpdateReflectionCaptureContents.

Public function

void

 

MarkDirtyForRecaptureOrUpload()

Adds the capture to the capture queue processed by UpdateReflectionCaptureContents.

Public function

void

 

SetCaptureCompleted()

Marks this component has having been recaptured.

Public function Virtual

void

 

UpdatePreviewShape()

Called to update the preview shapes when something they are dependent on has changed.

Public function Static

void

 

UpdateReflectionCaptureContents

(
    UWorld* WorldToUpdate,
    const TCHAR* CaptureReason,
    bool bVerifyOnlyCapturing
)

Called each tick to recapture and queued reflection captures.

Overridden from USceneComponent

Name Description

Public function Virtual

void

 

PreFeatureLevelChange

(
    ERHIFeatureLevel::Type PendingFeatu...
)

Called to update any visuals needed for a feature level change

Public function Virtual

void

 

PropagateLightingScenarioChange()

Updates any visuals after the lighting has changed

Overridden from UActorComponent

Name Description

Public function Virtual

void

 

CreateRenderState_Concurrent

(
    FRegisterComponentContext* Con...
)

Used to create any rendering thread information for this component

Public function Virtual

void

 

DestroyRenderState_Concurrent()

Used to shut down any rendering thread structure for this component

Public function Virtual

void

 

InvalidateLightingCacheDetailed

(
    bool bInvalidateBuildEnqueuedLighti...,
    bool bTranslationOnly
)

Called when this actor component has moved, allowing it to discard statically cached lighting information.

Public function Virtual

void

 

OnRegister()

Called when a component is registered, after Scene is set, but before CreateRenderState_Concurrent or OnCreatePhysicsState are called.

Public function Virtual

void

 

SendRenderTransform_Concurrent()

Called to send a transform update for this component to the rendering thread

Overridden from UObject

Name Description

Public function Virtual

void

 

BeginDestroy()

Called before destroying the object.

Public function Virtual Const

bool

 

CanEditChange

(
    const FProperty* InProperty
)

Called by the editor to query whether a property of this object is allowed to be modified.

Public function Virtual

void

 

FinishDestroy()

Called to finish destroying the object.

Public function Virtual

bool

 

IsReadyForFinishDestroy()

Called to check if the object is ready for FinishDestroy.

Public function Virtual

void

 

PostEditChangeProperty

(
    FPropertyChangedEvent& PropertyCha...
)

Called when a property on this object has been modified externally

Public function Virtual

void

 

PostInitProperties()

Called after the C++ constructor and after the properties have been initialized, including those loaded from config.

Public function Virtual

void

 

Serialize

(
    FArchive& Ar
)

Handles reading, writing, and reference collecting using FArchive.

Constants

Name

Description

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

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