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Header |
/Engine/Source/Runtime/Engine/Public/SceneManagement.h |
Include |
#include "SceneManagement.h" |
class FSceneViewStateInterface
The scene manager's persistent view state.
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FSceneViewStateInterface() |
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~FSceneViewStateInterface() |
Don't allow direct deletion of the view state, Destroy should be called instead. |
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ActivateFrozenViewMatrices ( |
If frozen view matrices are available, set those as active on the SceneView |
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AddReferencedObjects ( |
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ClearMIDPool() |
Clears the pool of mids being referenced by this view state |
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Destroy() |
Called in the game thread to destroy the view state. |
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FSceneViewSt... |
GetConcreteViewState() |
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GetCurrentTemporalAASampleIndex() |
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GetCurrentUnclampedTemporalAASampleIndex() |
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GetOcclusionFrameCounter() |
Returns the occlusion frame counter |
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float |
GetPreExposure() |
Returns the current PreExposure value. |
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UMaterialIns... |
GetReusableMID ( |
Allows MIDs being created and released during view rendering without the overhead of creating and releasing objects As MID are not allowed to be parent of MID this gets fixed up by parenting it to the next Material or MIC |
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ESequencerSt... |
GetSequencerState() |
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GetSizeBytes() |
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FTemporalLOD... |
GetTemporalLODState() |
Returns the temporal LOD struct from the viewstate |
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const FTempo... |
GetTemporalLODState() |
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float |
GetTemporalLODTransition() |
Returns the blend factor between the last two LOD samples |
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GetViewKey() |
Returns a unique key for the view state, non-zero |
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FSceneViewSt... |
GetViewParent() |
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const FScene... |
GetViewParent() |
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HasViewParent() |
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IsViewParent() |
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OnStartPostProcessing ( |
Resets pool for GetReusableMID() |
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ResetViewState() |
Rest some state (e.g. FrameIndexMod8, TemporalAASampleIndex) to make the rendering [more] deterministic |
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RestoreUnfrozenViewMatrices ( |
If frozen view matrices were set, restore the previous view matrices |
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SetSequencerState ( |
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SetViewParent ( |
Sets the view state's scene parent. |