FSceneViewStateInterface

The scene manager's persistent view state.

Windows
MacOS
Linux

References

Module

Engine

Header

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

Include

#include "SceneManagement.h"

Syntax

class FSceneViewStateInterface

Remarks

The scene manager's persistent view state.

Variables

Name Description

Protected variable

uint8: 1

 

bValidEyeAdaptationBuffer

Protected variable

uint8: 1

 

bValidEyeAdaptationTexture

Constructors

Name Description

Public function

FSceneViewStateInterface()

Destructors

Name Description

Protected function Virtual

~FSceneViewStateInterface()

Don't allow direct deletion of the view state, Destroy should be called instead.

Functions

Name Description

Public function

void

 

ActivateFrozenViewMatrices

(
    FSceneView& SceneView
)

If frozen view matrices are available, set those as active on the SceneView

Public function

void

 

AddReferencedObjects

(
    FReferenceCollector& Collector
)

Public function

void

 

ClearMIDPool()

Clears the pool of mids being referenced by this view state

Public function

void

 

Destroy()

Called in the game thread to destroy the view state.

Public function

FSceneViewSt...

 

GetConcreteViewState()

Public function Const

const FExpos...

 

GetCurrentEyeAdaptationBuffer()

Returns the eye adaptation buffer (mobile only).

Public function Const

IPooledRende...

 

GetCurrentEyeAdaptationTexture()

Returns the eye adaptation texture (SM5+ only).

Public function Const

uint32

 

GetCurrentTemporalAASampleIndex()

Public function Const

uint32

 

GetCurrentUnclampedTemporalAASampleIndex()

Public function Const

const FViewM...

 

GetFrozenViewMatrices()

If frozen view matrices are available, return a pointer to them

Public function Const

uint32

 

GetOcclusionFrameCounter()

Returns the occlusion frame counter

Public function Const

float

 

GetPreExposure()

Returns the current PreExposure value.

Public function

UMaterialIns...

 

GetReusableMID

(
    UMaterialInterface* InSource
)

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

Public function

ESequencerSt...

 

GetSequencerState()

Public function Virtual Const

SIZE_T

 

GetSizeBytes()

Public function

FTemporalLOD...

 

GetTemporalLODState()

Returns the temporal LOD struct from the viewstate

Public function Const

const FTempo...

 

GetTemporalLODState()

Public function Const

float

 

GetTemporalLODTransition()

Returns the blend factor between the last two LOD samples

Public function Const

uint32

 

GetViewKey()

Returns a unique key for the view state, non-zero

Public function

FSceneViewSt...

 

GetViewParent()

Public function Const

const FScene...

 

GetViewParent()

Public function Const

bool

 

HasValidEyeAdaptationBuffer()

Public function Const

bool

 

HasValidEyeAdaptationTexture()

Tells if the eye adaptation texture / buffer exists without attempting to allocate it.

Public function Const

bool

 

HasViewParent()

Public function Const

bool

 

IsViewParent()

Public function

void

 

OnStartPostProcessing

(
    FSceneView& CurrentView
)

Resets pool for GetReusableMID()

Public function

void

 

ResetViewState()

Rest some state (e.g. FrameIndexMod8, TemporalAASampleIndex) to make the rendering [more] deterministic

Public function

void

 

RestoreUnfrozenViewMatrices

(
    FSceneView& SceneView
)

If frozen view matrices were set, restore the previous view matrices

Public function

void

 

SetSequencerState

(
    ESequencerState InSequencerState
)

Public function

void

 

SetViewParent

(
    FSceneViewStateInterface* InVi...
)

Sets the view state's scene parent.

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