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| FSceneViewFamily
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Module |
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Header |
/Engine/Source/Runtime/Engine/Public/SceneView.h |
Include |
#include "SceneView.h" |
class FSceneViewFamily
A set of views into a scene which only have different view transforms and owner actors.
Name | Description | ||
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bAdditionalViewFamily |
Indicates this view family is an additional one. |
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bDeferClear |
Used to defer the back buffer clearing to just before the back buffer is drawn to |
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bDrawBaseInfo |
Indicates whether, or not, the base attachment volume should be drawn. |
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bIsHDR |
When enabled, the post processing will output in HDR space |
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bIsRenderedImmediatelyAfterAnotherViewFamily |
Whether this view is rendered in BeginRenderingViewFamily() immediately after another render. |
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bMultiGPUForkAndJoin |
If true then each view is not rendered using the same GPUMask. |
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bNullifyWorldSpacePosition |
Indicates whether the shader world space position should be forced to 0. |
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bRealtimeUpdate |
Indicates whether the view family is updated in realtime. |
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bRequireMultiView |
True if scenecolor and depth should be multiview-allocated |
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bResolveScene |
If true then results of scene rendering are copied/resolved to the RenderTarget. |
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bUsedDebugViewVSDSHS |
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bWorldIsPaused |
GetWorld->IsPaused() && !Simulate Simulate is excluded as the camera can move which invalidates motionblur |
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bWorldIsPaused_IncludingSimulatingInEditor |
GetWorld->IsPaused(). Simulate-in-Editor included. |
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float |
DebugDPIScale |
DPI scale to be used for debugging font. |
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DebugViewShaderMode |
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DisplayInternalsData |
For r.DisplayInternals (allows for easy passing down data from main to render thread) |
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EngineShowFlags |
The new show flags for the views (meant to replace the old system). |
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ExposureSettings |
Editor setting to allow designers to override the automatic expose. |
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FrameNumber |
Copy from main thread GFrameNumber to be accessible on render thread side. |
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float |
GammaCorrection |
Gamma correction used when rendering this family. Default is 1.0 |
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LandscapeLODOverride |
Override the LOD of landscape in this viewport. |
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ProfileDescription |
Optional description of view family for Unreal Insights profiling. |
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float * |
ProfileSceneRenderTime |
Optional tracking of scene render time in seconds, useful when rendering multiple scenes (such as via UDisplayClusterViewportClient) where the user may want a live breakdown of where render time is going per scene, which the stat system otherwise doesn't provide. |
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const FRenderTa... |
RenderTarget |
The render target which the views are being rendered to. |
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Scene |
The scene being viewed. |
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SceneCaptureCompositeMode |
When enabled, the scene capture will composite into the render target instead of overwriting its contents. |
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SceneCaptureSource |
Which component of the scene rendering should be output to the final render target. |
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SecondaryScreenPercentageMethod |
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float |
SecondaryViewFraction |
Secondary view fraction to support High DPI monitor still with same primary screen percentage range for temporal upscale to test content consistently in editor no mater of the HighDPI scale. |
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Time |
The current time. |
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ViewExtensions |
Extensions that can modify view parameters on the render thread. |
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ViewMode |
View mode of the family. |
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ViewModeParam |
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ViewModeParamName |
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Views |
The views which make up the family. |
Name | Description | |
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FSceneViewFamily ( |
Initialization constructor. |
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FSceneViewFamily ( |
Allow moving view family as long as no screen percentage interface are set. |
Name | Description | |
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~FSceneViewFamily() |
Name | Description | ||
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operator= ( |
View family assignment operator is not allowed because of ScreenPercentageInterface lifetime. |
Name |
Description |
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ConstructionValues |
Helper struct for creating FSceneViewFamily instances If created with specifying a time it will retrieve them from the world in the given scene. |
Name | Description | ||
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float |
CurrentRealTime |
Use FSceneViewFamily::Time |
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float |
CurrentWorldTime |
Use FSceneViewFamily::Time |
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float |
DeltaWorldTime |
Use FSceneViewFamily::Time |