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| FFXSystemInterface
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Module |
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Header |
/Engine/Source/Runtime/Engine/Public/FXSystem.h |
Include |
#include "FXSystem.h" |
class FFXSystemInterface
The interface to an effects system.
Name | Description | |
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~FFXSystemInterface() |
By making the destructor protected, an instance must be destroyed via FFXSystemInterface::Destroy. |
Name | Description | ||
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AddVectorField ( |
Add a vector field to the FX system. |
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FFXSystemInt... |
Create ( |
Create an effects system instance. |
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Destroy ( |
Destroy an effects system instance. |
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DestroyGPUSimulation() |
Gamethread callback when destroy gets called, allows to clean up references. |
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DrawDebug ( |
Draw desired debug information related to the effects system. |
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DrawDebug_RenderThread ( |
Draw desired debug information related to the effects system on the render thread. |
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DrawSceneDebug_RenderThread ( |
Call to handle debug drawing to the scene (i.e. where depth is available) |
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FGPUSortMana... |
GetGPUSortManager() |
Get the shared SortManager, used in the rendering loop to call FGPUSortManager::OnPreRender() and FGPUSortManager::OnPostRenderOpaque() |
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FFXSystemInt... |
GetInterface ( |
Return the interface bound to the given name. |
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GetReferenceAllowGPUUpdate ( |
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const FGloba... |
GetReferenceGlobalDistanceFieldData ( |
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FRHIUniformB... |
GetReferenceViewUniformBuffer ( |
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FScene * |
GetScene() |
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IsPendingKill() |
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OnDestroy() |
Gamethread callback when destroy gets called, allows to clean up references. |
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PostInitViews ( |
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PostRenderOpaque ( |
Notification from the renderer that opaque primitives have rendered. |
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PreInitViews ( |
Notification from the renderer that it is about to perform visibility checks on FX belonging to this system. |
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PreRender ( |
Notification from the renderer that it is about to draw FX belonging to this system. |
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QueueDestroyGPUSimulation ( |
Queue Destroy the gpu simulation on the render thread |
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RegisterCustomFXSystem ( |
Register a custom FX system implementation. |
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RemoveVectorField ( |
Remove a vector field from the FX system. |
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RequiresEarlyViewUniformBuffer() |
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RequiresRayTracingScene() |
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Resume() |
Resume the FX system. Has no effect if the system was not suspended. |
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SetScene ( |
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SetSceneTexturesUniformBuffer ( |
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ShouldDebugDraw_RenderThread() |
Does the FX system require DrawDebug_RenderThread to be called at all? There is cost to enabling this so only return true when we have something to present. |
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Suspend() |
Suspend the FX system. |
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Tick ( |
Tick the effects system. |
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UnregisterCustomFXSystem ( |
Unregister a custom FX system implementation. |
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UpdateVectorField ( |
Update a vector field registered with the FX system. |
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UsesDepthBuffer() |
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UsesGlobalDistanceField() |
Name |
Description |
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CreateCustomFXDelegates |