Choose your operating system:
Windows
macOS
Linux
Module |
|
Header |
/Engine/Source/Runtime/Engine/Public/SceneInterface.h |
Include |
#include "SceneInterface.h" |
class FSceneInterface
An interface to the private scene manager implementation of a scene. Use GetRendererModule().AllocateScene to create. The scene
Name | Description | ||
---|---|---|---|
|
FeatureLevel |
This scene's feature level |
Name | Description | |
---|---|---|
|
FSceneInterface ( |
Name | Description | |
---|---|---|
|
~FSceneInterface() |
Name | Description | ||
---|---|---|---|
|
AddDecal ( |
Adds a new decal component to the scene |
|
|
AddExponentialHeightFog |
Adds a new exponential height fog component to the scene |
|
|
AddHairStrands ( |
Adds a hair strands proxy to the scene |
|
|
AddInvisibleLight ( |
Adds a new light component to the scene which is currently invisible, but needed for editor previewing |
|
|
AddLight ( |
Adds a new light component to the scene |
|
|
AddLumenSceneCard ( |
||
|
AddPixelInspectorRequest ( |
Add a pixel inspector request. |
|
|
AddPlanarReflection ( |
||
|
AddPrecomputedLightVolume ( |
||
|
AddPrecomputedVolumetricLightmap ( |
||
|
AddPrimitive ( |
Adds a new primitive component to the scene |
|
|
AddReflectionCapture ( |
Adds a reflection capture to the scene. |
|
|
AddRuntimeVirtualTexture |
Add a runtime virtual texture object to the scene. |
|
|
AddSkyAtmosphere ( |
Adds the unique volumetric cloud component to the scene |
|
|
AddSpeedTreeWind ( |
Adds a SpeedTree wind computation object to the scene. |
|
|
AddVolumetricCloud ( |
Adds the unique volumetric cloud component to the scene |
|
|
AddWindSource |
Adds a wind source component to the scene. |
|
|
AllocateAndCaptureFrameSkyEnvMap ( |
||
|
AllocateReflectionCaptures ( |
Allocates reflection captures in the scene's reflection cubemap array and updates them by recapturing the scene. |
|
|
ApplyWorldOffset ( |
Shifts scene data by provided delta Called on world origin changes |
|
|
DisableSkyLight ( |
||
|
DumpUnbuiltLightInteractions ( |
||
|
Export ( |
Exports the scene. |
|
|
GetComputeTaskWorkers ( |
Gets the compute work scheduler objects associated with the scene. |
|
|
GetDirectionalWindParameters ( |
Same as GetWindParameters, but ignores point wind sources. |
|
|
ERHIFeatureL... |
GetFeatureLevel() |
|
|
GetFrameNumber() |
||
|
FFXSystemInt... |
GetFXSystem() |
Get the FX system associated with the scene. |
|
FGPUSkinCach... |
GetGPUSkinCache() |
Gets the GPU Skin Cache system associated with the scene. |
|
GetPreviousLocalToWorld ( |
Get the primitive previous local to world (used for motion blur). |
|
|
FPrimitiveSc... |
GetPrimitiveSceneInfo ( |
Finds the primitive with the associated component id. |
|
GetPrimitiveUniformShaderParameters_RenderThread ( |
Retrieves primitive uniform shader parameters that are internal to the renderer. |
|
|
GetReflectionCaptureData ( |
Reads back reflection capture data from the GPU. |
|
|
GetRelevantLights ( |
Retrieves the lights interacting with the passed in primitive and adds them to the out array. |
|
|
FScene * |
GetRenderScene() |
Return the scene to be used for rendering. |
|
GetRuntimeVirtualTextureHidePrimitiveMask |
Get the bitmasks describing which virtual texture objects will hide the associated primitives. |
|
|
GetScenePrimitiveComponentIds() |
Returns the FPrimitiveComponentId for all primitives in the scene |
|
|
EShaderPlatf... |
GetShaderPlatform() |
|
|
GetShadingPath ( |
||
|
GetShadingPath() |
||
|
FSkyAtmosphe... |
GetSkyAtmosphereSceneInfo() |
Returns the scene's unique info if it exists |
|
const FSkyAt... |
GetSkyAtmosphereSceneInfo() |
|
|
FRHIUniformB... |
GetSpeedTreeUniformBuffer ( |
Looks up the SpeedTree uniform buffer for the passed in vertex factory. |
|
FVolumetricC... |
GetVolumetricCloudSceneInfo() |
Returns the scene's unique info if it exists |
|
const FVolum... |
GetVolumetricCloudSceneInfo() |
|
|
GetWindParameters |
Accesses wind parameters. XYZ will contain wind direction * Strength, W contains wind speed. |
|
|
GetWindParameters_GameThread |
Accesses wind parameters safely for game thread applications |
|
|
const TArray... |
GetWindSources_RenderThread() |
Accesses the wind source list. Must be called in the rendering thread. |
|
UWorld * |
GetWorld() |
Get the optional UWorld that is associated with this scene |
|
HasAnyExponentialHeightFog() |
||
|
HasAnyLights() |
||
|
HasAtmosphereLightRequiringLightingBuild() |
||
|
HasPrecomputedVolumetricLightmap_RenderThread() |
||
|
HasSkyLightRequiringLightingBuild() |
||
|
IncrementFrameNumber() |
||
|
InitializePixelInspector ( |
Initialize the pixel inspector buffers. |
|
|
InvalidatePathTracedOutput() |
Mark scene as needing to restart path tracer accumulation. |
|
|
InvalidateRuntimeVirtualTexture ( |
Invalidates pages in a runtime virtual texture object. |
|
|
IsEditorScene() |
||
|
OnLevelAddedToWorld |
Notification that level was added to a world |
|
|
OnLevelRemovedFromWorld |
||
|
OnWorldCleanup() |
||
|
Release() |
Release this scene and remove it from the rendering thread |
|
|
ReleasePrimitive ( |
Called when a primitive is being unregistered and will not be immediately re-registered. |
|
|
ReleaseReflectionCubemap ( |
||
|
RemoveDecal ( |
Removes a decal component from the scene |
|
|
RemoveExponentialHeightFog |
Removes a exponential height fog component from the scene |
|
|
RemoveHairStrands ( |
Removes a hair strands proxy to the scene |
|
|
RemoveLight ( |
Removes a light component from the scene |
|
|
RemoveLumenSceneCard ( |
||
|
RemovePlanarReflection ( |
||
|
RemovePrecomputedLightVolume ( |
||
|
RemovePrecomputedVolumetricLightmap ( |
||
|
RemovePrimitive ( |
Removes a primitive component from the scene |
|
|
RemoveReflectionCapture ( |
Removes a reflection capture from the scene. |
|
|
RemoveRuntimeVirtualTexture |
Removes a runtime virtual texture object from the scene. |
|
|
RemoveSkyAtmosphere ( |
Removes the unique volumetric cloud component to the scene |
|
|
RemoveSpeedTreeWind_RenderThread ( |
Removes a SpeedTree wind computation object to the scene. |
|
|
RemoveVolumetricCloud ( |
Removes the unique volumetric cloud component to the scene |
|
|
RemoveWindSource |
Removes a wind source component from the scene. |
|
|
RequiresHitProxies() |
Indicates if hit proxies should be processed by this scene |
|
|
ResetPhysicsField() |
Reset the physics field scene proxy |
|
|
SetFXSystem ( |
Sets the FX system associated with the scene. |
|
|
SetPhysicsField ( |
Set the physics field scene proxy to the scene |
|
|
SetPrecomputedVisibility ( |
Sets the precomputed visibility handler for the scene, or NULL to clear the current one. |
|
|
SetPrecomputedVolumeDistanceField ( |
Sets the precomputed volume distance field for the scene, or NULL to clear the current one. |
|
|
SetSkyLight ( |
||
|
ShowPhysicsField() |
Set the shader print/debug cvars to be able to show the fields |
|
|
StartFrame() |
||
|
UpdateAllPrimitiveSceneInfos ( |
||
|
UpdateAllPrimitiveSceneInfos ( |
Updates all primitive scene info additions, remobals and translation changes |
|
|
UpdateCachedRenderStates ( |
Update render states that possibly cached inside renderer, like mesh draw commands. |
|
|
UpdateCustomPrimitiveData ( |
Updates the custom primitive data of a primitive component which has already been added to the scene. |
|
|
UpdateDecalFadeInTime ( |
||
|
UpdateDecalFadeOutTime ( |
||
|
UpdateDecalTransform ( |
Updates the transform of a decal which has already been added to the scene. |
|
|
UpdateLightColorAndBrightness ( |
Updates the color and brightness of a light which has already been added to the scene. |
|
|
UpdateLightTransform ( |
Updates the transform of a light which has already been added to the scene. |
|
|
UpdateLumenSceneCardTransform ( |
||
|
UpdateParameterCollections ( |
Updates the scene's list of parameter collection id's and their uniform buffers. |
|
|
UpdatePhysicsField ( |
Reset the physics field scene proxy |
|
|
UpdatePlanarReflectionContents ( |
||
|
UpdatePlanarReflectionTransform ( |
||
|
UpdatePrimitiveAttachment ( |
Updates primitive attachment state. |
|
|
UpdatePrimitiveDistanceFieldSceneData_GameThread ( |
Updates distance field scene data (transforms, uv scale, self-shadow bias, etc.) but doesn't change allocation in the atlas |
|
|
UpdatePrimitiveInstances |
Updates all the instances that have been updated through the InstanceUpdateCmdBuffer on the UPrimitiveComponent. |
|
|
UpdatePrimitiveOcclusionBoundsSlack ( |
||
|
UpdatePrimitiveSelectedState_RenderThread ( |
Updates the selected state values that might be cached inside the renderer |
|
|
UpdatePrimitiveTransform ( |
Updates the transform of a primitive which has already been added to the scene. |
|
|
UpdateReflectionCaptureTransform ( |
Updates a reflection capture's transform, and then re-captures the scene. |
|
|
UpdateSceneCaptureContents ( |
Updates the contents of the given scene capture by rendering the scene. |
|
|
UpdateSceneCaptureContents ( |
||
|
UpdateSceneSettings ( |
||
|
UpdateSkyCaptureContents ( |
Updates the contents of the given sky capture by rendering the scene. |
|
|
UpdateSpeedTreeWind ( |
Ticks the SpeedTree wind object and updates the uniform buffer. |
|
|
UpdateStaticDrawLists() |
Updates all static draw lists. |
|
|
UpdateWindSource |
Update a wind source component from the scene. |
|
|
ValidateSkyLightRealTimeCapture ( |
Name | Description | ||
---|---|---|---|
|
UpdatePhysicsField ( |
This method has been refactored to use an FRDGBuilder instead. |