FDeferredDecalProxy

Encapsulates the data which is used to render a decal parallel to the game thread.

Windows
MacOS
Linux

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Public/SceneManagement.h

Include

#include "SceneManagement.h"

Syntax

class FDeferredDecalProxy

Remarks

Encapsulates the data which is used to render a decal parallel to the game thread.

Variables

Name Description

Public variable

bool

 

bOwnerSelected

Public variable

const UDecalCom...

 

Component

Pointer back to the game thread decal component.

Public variable

FTransform

 

ComponentTrans

Used to compute the projection matrix on the render thread side, includes the DecalSize

Public variable

UMaterialInterf...

 

DecalMaterial

Public variable

float

 

FadeInStartDelayNormalized

Public variable

float

 

FadeScreenSize

Public variable

*

 

FadeT

FadeT = saturate(1 - (AbsTime - FadeStartDelay - AbsSpawnTime) / FadeDuration) refactored as muladd:

Public variable

float

 

InvFadeDuration

Public variable

float

 

InvFadeInDuration

Public variable

int32

 

SortOrder

Larger values draw later (on top).

Constructors

Name Description

Public function

FDeferredDecalProxy

(
    const UDecalComponent* InCompo...
)

Constructor

Functions

Name Description

Public function

void

 

InitializeFadingParameters

(
    float AbsSpawnTime,
    float FadeDuration,
    float FadeStartDelay,
    float FadeInDuration,
    float FadeInStartDelay
)

Public function Const

bool

 

IsShown

(
    const FSceneView* View
)

Public function

void

 

SetTransformIncludingDecalSize

(
    const FTransform& InComponentToWor...
)

Updates the decal proxy's cached transform.

Help shape the future of Unreal Engine documentation! Tell us how we're doing so we can serve you better.
Take our survey
Dismiss