GizmoRenderingUtil::FindFocusedEditorSceneView

This function searches the input Views list for the global currently-focused [FSceneView](API\Runtime\Engine\FSceneView) that was last set in [SetGlobalFocusedEditorSceneView()](API\Runtime\InteractiveToolsFramework\BaseGizmos\GizmoRenderingUt-).

Windows
MacOS
Linux

References

Module

InteractiveToolsFramework

Header

/Engine/Source/Runtime/Experimental/InteractiveToolsFramework/Public/BaseGizmos/GizmoRenderingUtil.h

Include

#include "BaseGizmos/GizmoRenderingUtil.h"

Source

/Engine/Source/Runtime/Experimental/InteractiveToolsFramework/Private/BaseGizmos/GizmoRenderingUtil.cpp

Syntax

namespace GizmoRenderingUtil
{
    const FSceneView * GizmoRenderingUtil::FindFocusedEditorSceneView
    (
        const TArray< const FSceneView * > & Views,
        const FSceneViewFamily & ViewFamily,
        uint32 VisibilityMap
    )
}

Remarks

This function searches the input Views list for the global currently-focused FSceneView that was last set in SetGlobalFocusedEditorSceneView().

that the Views pointers are different every frame, and we are calling SetGlobalFocusedEditorSceneView() on the Game thread but this function from the Render Thread. So it is entirely possible that we will "miss" our FSceneView and this function will return NULL. Implementations need to handle this case.

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