ISceneViewExtension

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MacOS
Linux

Inheritance Hierarchy

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Public/SceneViewExtension.h

Include

#include "SceneViewExtension.h"

Syntax

class ISceneViewExtension

Destructors

Name Description

Public function Virtual

~ISceneViewExtension()

Functions

Name Description

Public function

void

 

BeginRenderViewFamily

(
    FSceneViewFamily& InViewFamily
)

Called on game thread when view family is about to be rendered.

Public function Virtual Const

int32

 

GetPriority()

Called to determine view extensions priority in relation to other view extensions, higher comes first

Public function Virtual Const

bool

 

IsActiveThisFrame

(
    const FSceneViewExtensionContext& ...
)

Returning false disables the extension for the current frame in the given context.

Protected function Virtual Const

bool

 

IsActiveThisFrame_Internal

(
    const FSceneViewExtensionContext& ...
)

Called if no IsActive functors returned a definitive answer to whether this extension should be active this frame.

Public function Virtual

void

 

LateLatchingView_RenderThread

(
    FRHICommandListImmediate& RHICmdLi...,
    FSceneViewFamily& InViewFamily,
    FSceneView& View
)

Called to apply late latching per view

Public function Virtual

void

 

LateLatchingViewFamily_RenderThread

(
    FRHICommandListImmediate& RHICmdLi...,
    FSceneViewFamily& InViewFamily
)

Called to apply late latching per viewFamily

Public function Virtual

void

 

PostRenderBasePass_RenderThread

(
    FRHICommandListImmediate& RHICmdLi...,
    FSceneView& InView
)

Called right after Base Pass rendering finished

Public function Virtual

void

 

PostRenderView_RenderThread

(
    FRHICommandListImmediate& RHICmdLi...,
    FSceneView& InView
)

Allows to render content after the 3D content scene, useful for debugging

Public function Virtual

void

 

PostRenderViewFamily_RenderThread

(
    FRHICommandListImmediate& RHICmdLi...,
    FSceneViewFamily& InViewFamily
)

Allows to render content after the 3D content scene, useful for debugging

Public function Virtual

void

 

PreLateLatchingViewFamily_RenderThread

(
    FRHICommandListImmediate& RHICmdLi...,
    FSceneViewFamily& InViewFamily
)

Called right before late latching on all view extensions

Public function Virtual

void

 

PrePostProcessPass_RenderThread

(
    FRDGBuilder& GraphBuilder,
    const FSceneView& View,
    const FPostProcessingInputs& Input...
)

Called right before Post Processing rendering begins

Public function

void

 

PreRenderView_RenderThread

(
    FRHICommandListImmediate& RHICmdLi...,
    FSceneView& InView
)

Called on render thread at the start of rendering, for each view, after PreRenderViewFamily_RenderThread call.

Public function

void

 

PreRenderViewFamily_RenderThread

(
    FRHICommandListImmediate& RHICmdLi...,
    FSceneViewFamily& InViewFamily
)

Called on render thread at the start of rendering.

Public function

void

 

SetupView

(
    FSceneViewFamily& InViewFamily,
    FSceneView& InView
)

Called on game thread when creating the view.

Public function

void

 

SetupViewFamily

(
    FSceneViewFamily& InViewFamily
)

Called on game thread when creating the view family.

Public function Virtual

void

 

SetupViewPoint

(
    APlayerController* Player,
    FMinimalViewInfo& InViewInfo
)

Called when creating the viewpoint, before culling, in case an external tracking device needs to modify the base location of the view

Public function Virtual

void

 

SetupViewProjectionMatrix

(
    FSceneViewProjectionData& InOutPro...
)

Called when creating the view, in case non-stereo devices need to update projection matrix.

Public function Virtual

void

 

SubscribeToPostProcessingPass

(
    EPostProcessingPass Pass,
    FAfterPassCallbackDelegateArray& I...,
    bool bIsPassEnabled
)

This will be called at the beginning of post processing to make sure that each view extension gets a chance to subscribe to an after pass event.

Enums

Name

Description

Public enum

EPostProcessingPass

Deprecated Functions

Name Description

Public function Virtual Const

bool

 

IsActiveThisFrame

(
    FViewport* InViewport
)

  1. Please use IsActiveThisFrame by passing an FSceneViewExtensionContext parameter

Public function Virtual Const

bool

 

IsActiveThisFrameInContext

(
    FSceneViewExtensionContext& Contex...
)

  1. Please use IsActiveThisFrame_Internal instead.

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