USceneCaptureComponentCube

Used to capture a 'snapshot' of the scene from a 6 planes and feed it to a render target.

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Inheritance Hierarchy

References

Module

Engine

Header

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

Include

#include "Components/SceneCaptureComponentCube.h"

Syntax

class USceneCaptureComponentCube : public USceneCaptureComponent

Remarks

Used to capture a 'snapshot' of the scene from a 6 planes and feed it to a render target.

Variables

Name Description

Public variable

bool

 

bCaptureRotation

Preserve the rotation of the actor when updating the capture.

Public variable

UDrawFrustumCom...

 

DrawFrustum

The frustum component used to show visually where the camera field of view is

Public variable

float

 

IPD

Public variable

UTextureRenderT...

 

TextureTarget

Temporary render target that can be used by the editor.

Public variable

UTextureRenderT...

 

TextureTargetLeft

Omni-directional Stereo Capture

Public variable

UTextureRenderT...

 

TextureTargetODS

Public variable

UTextureRenderT...

 

TextureTargetRight

Constructors

Name Description

Public function

USceneCaptureComponentCube

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function Static

void

 

AddReferencedObjects

(
    UObject* InThis,
    FReferenceCollector& Collector
)

Public function

void

 

CaptureScene()

Render the scene to the texture target immediately.

Public function

void

 

CaptureSceneDeferred()

Render the scene to the texture the next time the main view is rendered.

Public function

void

 

UpdateContent()

For backwards compatibility.

Public function

void

 

UpdateDrawFrustum()

Overridden from USceneCaptureComponent

Name Description

Public function Virtual

void

 

UpdateSceneCaptureContents

(
    FSceneInterface* Scene
)

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

 

SendRenderTransform_Concurrent()

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

Public function Virtual

void

 

TickComponent

(
    float DeltaTime,
    enum ELevelTick TickType,
    FActorComponentTickFunction* T...
)

Function called every frame on this ActorComponent.

Overridden from UObject

Name Description

Public function Virtual

void

 

PostEditChangeProperty

(
    FPropertyChangedEvent& PropertyCha...
)

Called when a property on this object has been modified externally

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