USceneCaptureComponent

-> will be exported to EngineDecalClasses.h

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Inheritance Hierarchy

References

Module

Engine

Header

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

Include

#include "Components/SceneCaptureComponent.h"

Syntax

class USceneCaptureComponent : public USceneComponent

Remarks

-> will be exported to EngineDecalClasses.h

Variables

Name Description

Public variable

bool

 

bAlwaysPersistRenderingState

Whether to persist the rendering state even if bCaptureEveryFrame==false.

Public variable

uint8: 1

 

bCaptureEveryFrame

Whether to update the capture's contents every frame.

Public variable

uint8: 1

 

bCaptureOnMovement

Whether to update the capture's contents on movement.

Public variable

bool

 

bUseRayTracingIfEnabled

Whether to use ray tracing for this capture. Ray Tracing must be enabled in the project.

Protected variable

UStaticMesh ...

 

CaptureMesh

The mesh used by ProxyMeshComponent

Public variable

int32

 

CaptureSortPriority

Capture priority within the frame to sort scene capture on GPU to resolve interdependencies between multiple capture components.

Public variable

TEnumAsByte< en...

 

CaptureSource

Public variable

EStereoscopicPa...

 

CaptureStereoPass

Indicates which stereo pass this component is capturing for, if any

Public variable

TArray< AActor ...

 

HiddenActors

The actors to hide in the scene capture.

Public variable

TArray< TWeakOb...

 

HiddenComponents

The components won't rendered by current component.

Public variable

float

 

LODDistanceFactor

Scales the distance used by LOD.

Public variable

float

 

MaxViewDistanceOverride

If > 0, sets a maximum render distance override.

Public variable

ESceneCapturePr...

 

PrimitiveRenderMode

Controls what primitives get rendered into the scene capture.

Public variable

FString

 

ProfilingEventName

Name of the profiling event.

Protected variable

UStaticMeshComp...

 

ProxyMeshComponent

The mesh to show visually where the camera is placed

Public variable

FEngineShowFlag...

 

ShowFlags

TODO: Make this a UStruct to set directly?

Public variable

TArray< struct ...

 

ShowFlagSettings

ShowFlags for the SceneCapture's ViewFamily, to control rendering settings for this view.

Public variable

TArray< AActor ...

 

ShowOnlyActors

The only actors to be rendered by this scene capture, if PrimitiveRenderMode is set to UseShowOnlyList.

Public variable

TArray< TWeakOb...

 

ShowOnlyComponents

The only components to be rendered by this scene capture, if PrimitiveRenderMode is set to UseShowOnlyList.

Protected variable

TIndirectArray<...

 

ViewStates

The view state holds persistent scene rendering state and enables occlusion culling in scene captures.

Constructors

Name Description

Public function

USceneCaptureComponent

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function Static

void

 

AddReferencedObjects

(
    UObject* InThis,
    FReferenceCollector& Collector
)

Public function

void

 

ClearHiddenComponents()

Clears the hidden list.

Public function

void

 

ClearShowOnlyComponents()

Clears the Show Only list.

Public function Virtual Const

const AActor...

 

GetViewOwner()

To leverage a component's bOwnerNoSee/bOnlyOwnerSee properties, the capture view requires an "owner".

Public function

FSceneViewSt...

 

GetViewState

(
    int32 ViewIndex
)

Returns the view state, if any, and allocates one if needed.

Public function

void

 

HideActorComponents

(
    AActor* InActor,
    const bool bIncludeFromChildActors
)

Adds all primitive components in the actor to our list of hidden components.

Public function

void

 

HideComponent

(
    UPrimitiveComponent* InCompone...
)

Adds the component to our list of hidden components.

Public function

void

 

RemoveShowOnlyActorComponents

(
    AActor* InActor,
    const bool bIncludeFromChildActors
)

Removes an actor's components from the Show Only list.

Public function

void

 

RemoveShowOnlyComponent

(
    UPrimitiveComponent* InCompone...
)

Removes a component from the Show Only list.

Public function

void

 

SetCaptureSortPriority

(
    int32 NewCaptureSortPriority
)

Changes the value of TranslucentSortPriority.

Public function

void

 

ShowOnlyActorComponents

(
    AActor* InActor,
    const bool bIncludeFromChildActors
)

Adds all primitive components in the actor to our list of show-only components.

Public function

void

 

ShowOnlyComponent

(
    UPrimitiveComponent* InCompone...
)

Adds the component to our list of show-only components.

Public function Static

void

 

UpdateDeferredCaptures

(
    FSceneInterface* Scene
)

Protected function Virtual

void

 

UpdateSceneCaptureContents

(
    FSceneInterface* Scene
)

Protected function

void

 

UpdateShowFlags()

Update the show flags from our show flags settings (ideally, you'd be able to set this more directly, but currently unable to make FEngineShowFlags a UStruct to use it as a FProperty...)

Overridden from UActorComponent

Name Description

Public function Virtual

void

 

OnComponentDestroyed

(
    bool bDestroyingHierarchy
)

Called when a component is destroyed

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

 

OnUnregister()

Called when a component is unregistered.

Overridden from UObject

Name Description

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

 

PostEditChangeProperty

(
    FPropertyChangedEvent& PropertyCha...
)

Called when a property on this object has been modified externally

Public function Virtual

void

 

Serialize

(
    FArchive& Ar
)

Handles reading, writing, and reference collecting using FArchive.

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