Module |
|
Header |
/Engine/Source/Runtime/Engine/Public/PrimitiveSceneProxy.h |
Include |
#include "PrimitiveSceneProxy.h" |
class FPrimitiveSceneProxy
Encapsulates the data which is mirrored to render a UPrimitiveComponent parallel to the game thread. This is intended to be subclassed to support different primitive types.
Name | Description | ||
---|---|---|---|
|
uint8: 1 |
bAffectDistanceFieldLighting |
|
|
uint8: 1 |
bAffectDynamicIndirectLighting |
True if the primitive influences dynamic indirect lighting. |
|
uint8: 1 |
bAffectIndirectLightingWhileHidden |
True if the primitive should affect indirect lighting even when hidden. |
|
uint8: 1 |
bAllowApproximateOcclusion |
If this is True, this primitive doesn't need exact occlusion info. |
|
uint8: 1 |
bAlwaysHasVelocity |
Whether the primitive should always be considered to have velocities, even if it hasn't moved. |
|
uint8: 1 |
bAnyMaterialHasWorldPositionOffset |
Whether the primitive has any materials with World Position Offset. |
|
uint8: 1 |
bCanSkipRedundantTransformUpdates |
Whether this component can skip redundant transform updates where applicable. |
|
uint8: 1 |
bCastCapsuleDirectShadow |
Whether the primitive should use capsules for direct shadowing, if present. Forces inset shadows. |
|
uint8: 1 |
bCastCinematicShadow |
Whether this component should create a per-object shadow that gives higher effective shadow resolution. |
|
uint8: 1 |
bCastContactShadow |
Whether the object should cast a contact shadow |
|
uint8: 1 |
bCastDeepShadow |
Whether the object should cast a deep shadow |
|
uint8: 1 |
bCastDynamicShadow |
True if the primitive casts dynamic shadows. |
|
uint8: 1 |
bCastFarShadow |
When enabled, the component will be rendering into the distant shadow cascades (only for directional lights). |
|
uint8: 1 |
bCastHiddenShadow |
True if the primitive casts shadows even when hidden. |
|
uint8: 1 |
bCastInsetShadow |
Whether this component should create a per-object shadow that gives higher effective shadow resolution. |
|
uint8: 1 |
bCastsDynamicIndirectShadow |
Whether the primitive should use an inset indirect shadow from capsules or mesh distance fields. |
|
uint8: 1 |
bCastShadowAsTwoSided |
Whether this primitive should cast dynamic shadows as if it were a two sided material. |
|
uint8: 1 |
bCastStaticShadow |
True if the primitive casts static shadows. |
|
uint8: 1 |
bCastVolumetricTranslucentShadow |
Whether the object should cast a volumetric translucent shadow. |
|
uint8: 1 |
bEmissiveLightSource |
Whether the primitive will be used as an emissive light source. |
|
uint8: 1 |
bEvaluateWorldPositionOffset |
Whether the primitive should evaluate any World Position Offset. |
|
uint8: 1 |
bGoodCandidateForCachedShadowmap |
Whether this proxy's mesh is unlikely to be constantly changing. |
|
uint8: 1 |
bHasDeformableMesh |
True if the mesh representation is deformable (see HasDeformableMesh() above for more details). |
|
uint8: 1 |
bHasPerInstanceCustomData |
|
|
uint8: 1 |
bHasPerInstanceDynamicData |
|
|
uint8: 1 |
bHasPerInstanceEditorData |
|
|
uint8: 1 |
bHasPerInstanceHierarchyOffset |
|
|
uint8: 1 |
bHasPerInstanceLMSMUVBias |
|
|
uint8: 1 |
bHasPerInstanceLocalBounds |
|
|
uint8: 1 |
bHasPerInstanceRandom |
|
|
uint8: 1 |
bHasValidSettingsForStaticLighting |
True if the primitive wants to use static lighting, but has invalid content settings to do so. |
|
uint8: 1 |
bHasWorldPositionOffsetVelocity |
Whether the primitive has any materials with World Position Offset, and some conditions around velocity are met. |
|
uint8: 1 |
bHoldout |
If this is True, this primitive should render black with an alpha of 0, but all secondary effects (shadows, refletions, indirect lighting) should behave as usual. |
|
uint8: 1 |
bIsHeterogeneousVolume |
Whether this proxy is a heterogeneous volume. |
|
uint8: 1 |
bIsHierarchicalInstancedStaticMesh |
Whether the primitive is a HierarchicalInstancedStaticMesh. |
|
uint8: 1 |
bIsLandscapeGrass |
Whether the primitive is landscape grass. |
|
uint8: 1 |
bIsNaniteMesh |
Whether this proxy is a Nanite mesh. |
|
uint8: 1 |
bLightAttachmentsAsGroup |
Whether to light this component and any attachments as a group. |
|
uint8: 1 |
bNeedsUnbuiltPreviewLighting |
Whether the primitive should be statically lit but has unbuilt lighting, and a preview should be used. |
|
uint8: 1 |
bSelfShadowOnly |
When enabled, the component will only cast a shadow on itself and not other components in the world. |
|
uint8: 1 |
bShouldNotifyOnWorldAddRemove |
Whether this primitive requires notification when its level is added to the world and made visible for the first time. |
|
uint8: 1 |
bShouldUpdateGPUSceneTransforms |
Whether the instances on the primitive need to update transforms during GPU Scene update. |
|
uint8: 1 |
bSingleSampleShadowFromStationaryLights |
Whether the whole component should be shadowed as one from stationary lights, which makes shadow receiving much cheaper. |
|
uint8: 1 |
bStaticElementsAlwaysUseProxyPrimitiveUniformBuffer |
Whether this proxy always uses UniformBuffer and no other uniform buffers. |
|
uint8: 1 |
bSupportsDistanceFieldRepresentation |
Whether the primitive type supports a distance field representation. |
|
uint8: 1 |
bSupportsGPUScene |
True if all meshes (AKA all vertex factories) drawn by this proxy support GPU scene (default is false). |
|
uint8: 1 |
bSupportsHeightfieldRepresentation |
Whether the primitive implements GetHeightfieldRepresentation() |
|
uint8: 1 |
bSupportsInstanceDataBuffer |
Whether the primitive supports the GPUScene instance data buffer. |
|
uint8: 1 |
bSupportsSortedTriangles |
Whether the object support triangles when rendered with translucent material |
|
uint8: 1 |
bVerifyUsedMaterials |
|
|
uint8: 1 |
bVFRequiresPrimitiveUniformBuffer |
Whether this proxy ever draws with vertex factories that require a primitive uniform buffer. |
|
uint8: 1 |
bVisibleInLumenScene |
Whether this component should be tracked by Lumen Scene. |
|
uint8: 1 |
bWantsSelectionOutline |
True by default, if set to false will make given proxy never drawn with selection outline |
|
uint8: 1 |
bWillEverBeLit |
Can be set to false to skip some work only needed on lit primitives. |
|
DebugMassData |
||
|
float |
DistanceFieldSelfShadowBias |
|
|
float |
DynamicIndirectShadowMinVisibility |
Min visibility for capsule shadows. |
|
TEnumAsByte< EI... |
IndirectLightingCacheQuality |
Quality of interpolated indirect lighting for Movable components. |
|
TArray< float > |
InstanceCustomData |
|
|
InstanceCustomDataUpdatedThisFrame |
||
|
InstanceDynamicData |
||
|
TArray< uint32 ... |
InstanceEditorData |
|
|
TArray< uint32 ... |
InstanceHierarchyOffset |
|
|
TArray< FVector... |
InstanceLightShadowUVBias |
|
|
InstanceLocalBounds |
||
|
TArray< float > |
InstanceRandomID |
|
|
InstanceSceneData |
||
|
InstanceXFormUpdatedThisFrame |
Whether instance data has changed this frame on the proxy. |
|
|
float |
MaxWPODisplacement |
Maximum distance of World Position Offset used by materials. |
|
TArray< ERuntim... |
RuntimeVirtualTextureMaterialTypes |
Set of unique runtime virtual texture material types referenced by RuntimeVirtualTextures. |
|
RuntimeVirtualTextures |
Array of runtime virtual textures that this proxy should render to. |
|
|
int8 |
VirtualTextureCullMips |
Number of low mips to skip when rendering to runtime virtual texture. |
|
int8 |
VirtualTextureLodBias |
Geometry Lod bias when rendering to runtime virtual texture. |
|
int8 |
VirtualTextureMinCoverage |
Log2 of minimum estimated pixel coverage before culling from runtime virtual texture. |
Name | Description | |
---|---|---|
|
FPrimitiveSceneProxy ( |
Copy constructor. |
|
FPrimitiveSceneProxy ( |
Initialization constructor. |
Name | Description | |
---|---|---|
|
~FPrimitiveSceneProxy() |
Virtual destructor. |
Name | Description | ||
---|---|---|---|
|
void |
AcceptOcclusionResults ( |
Gives the primitive the results of sub-occlusion-queries |
|
bool |
AffectsDistanceFieldLighting() |
|
|
bool |
AffectsDynamicIndirectLighting() |
|
|
bool |
AffectsIndirectLightingWhileHidden() |
|
|
bool |
AllowApproximateOcclusion() |
|
|
bool |
AlwaysHasVelocity() |
Returns true if this proxy should write velocity even when the transform isn't changing. |
|
bool |
AnyMaterialHasWorldPositionOffset() |
|
|
void |
ApplyLateUpdateTransform ( |
Applies a "late in the frame" adjustment to the proxy's existing transform |
|
void |
ApplyWorldOffset ( |
Shifts primitive position and all relevant data by an arbitrary delta. |
|
bool |
CanBeOccluded() |
|
|
bool |
CanSkipRedundantTransformUpdates() |
|
|
bool |
CastsCapsuleDirectShadow() |
|
|
bool |
CastsCinematicShadow() |
|
|
bool |
CastsContactShadow() |
|
|
bool |
CastsDeepShadow() |
|
|
bool |
CastsDynamicIndirectShadow() |
|
|
bool |
CastsDynamicShadow() |
|
|
bool |
CastsFarShadow() |
|
|
bool |
CastsHiddenShadow() |
|
|
bool |
CastsInsetShadow() |
|
|
bool |
CastsSelfShadowOnly() |
|
|
bool |
CastsShadowAsTwoSided() |
|
|
bool |
CastsStaticShadow() |
|
|
bool |
CastsVolumetricTranslucentShadow() |
|
|
HHitProxy &#... |
CreateHitProxies ( |
Creates the hit proxies are used when DrawDynamicElements is called. Called in the game thread. |
|
void |
CreateRenderThreadResources() |
Called when the rendering thread adds the proxy to the scene. |
|
void |
DestroyRenderThreadResources() |
Called when the rendering thread removes the proxy from the scene. |
|
bool |
DoesVFRequirePrimitiveUniformBuffer() |
|
|
void |
DrawArc ( |
Drawing helper. Draws nice bouncy line. |
|
void |
DrawArrowHead ( |
|
|
bool |
DrawInVirtualTextureOnly ( |
Returns true if a primitive should currently be hidden because it is drawn only to the runtime virtual texture. |
|
void |
DrawStaticElements |
Draws the primitive's static elements. |
|
bool |
DrawsVelocity() |
Returns true if this proxy can write velocity. This is used for setting velocity relevance. |
|
void |
EnableGPUSceneSupportFlags() |
Call during setup to set flags to indicate GPU-Scene support for the proxy if GPU-Scene is enabled & supported for the current feature level. |
|
bool |
EvaluateWorldPositionOffset() |
|
|
void |
GatherSimpleLights ( |
Callback from the renderer to gather simple lights that this proxy wants renderered. |
|
const FVecto... |
GetActorPosition() |
|
|
SIZE_T |
GetAllocatedSize() |
|
|
const FBoxSp... |
GetBounds() |
|
|
uint8 |
GetCurrentFirstLODIdx_RenderThread() |
|
|
uint8 |
GetCustomDepthStencilValue() |
|
|
const FColor... |
GetCustomHitProxyIdBuffer() |
Allows a scene proxy to override hit proxy ids and generate more than one hit proxy id per draw call Useful for sub-section selection (faces, vertices, bones, etc) |
|
FBoxSphereBo... |
GetCustomOcclusionBounds() |
Return the custom occlusion bounds for this scene proxy. |
|
const FCusto... |
GetCustomPrimitiveData() |
Get the custom primitive data for this scene proxy. |
|
ESceneDepthP... |
GetDepthPriorityGroup ( |
Determines the DPG to render the primitive in for the given view. |
|
void |
GetDistanceFieldAtlasData ( |
|
|
void |
GetDistanceFieldInstanceData ( |
|
|
float |
GetDynamicIndirectShadowMinVisibility() |
|
|
void |
GetDynamicMeshElements ( |
Gathers the primitive's dynamic mesh elements. |
|
void |
GetHeightfieldRepresentation ( |
|
|
EIndirectLig... |
GetIndirectLightingCacheQuality() |
|
|
TConstArrayV... |
GetInstanceCustomData() |
|
|
bool |
GetInstanceDrawDistanceMinMax ( |
Retrieves the instance draw distance range (mostly only used by objects whose instances are culled on the GPU) |
|
TConstArrayV... |
GetInstanceDynamicData() |
|
|
TConstArrayV... |
GetInstanceEditorData() |
|
|
TConstArrayV... |
GetInstanceHierarchyOffset() |
|
|
TConstArrayV... |
GetInstanceLightShadowUVBias() |
|
|
const FRende... |
GetInstanceLocalBounds ( |
Helper function to avoid multiple code paths requesting bounds. |
|
TConstArrayV... |
GetInstanceLocalBounds() |
|
|
TConstArrayV... |
GetInstanceRandomID() |
|
|
TConstArrayV... |
GetInstanceSceneData() |
|
|
uint32 |
GetInstanceSceneDataFlags() |
|
|
bool |
GetInstanceWorldPositionOffsetDisableDistance ( |
Retrieves the per-instance world position offset disable distance |
|
void |
GetLCIs ( |
|
|
GetLevelColor() |
||
|
GetLevelName() |
||
|
uint8 |
GetLightingChannelMask() |
|
|
uint8 |
GetLightingChannelStencilValue() |
|
|
int32 |
GetLightMapCoordinateIndex() |
Get the lightmap UV coordinate index for this primitive. |
|
int32 |
GetLightMapResolution() |
Get the lightmap resolution for this primitive. Used in VMI_LightmapDensity. |
|
ELightmapTyp... |
GetLightmapType() |
|
|
void |
GetLightRelevance ( |
Determines the relevance of this primitive's elements to the given light. |
|
const FBoxSp... |
GetLocalBounds() |
|
|
const FMatri... |
GetLocalToWorld() |
|
|
int32 |
GetLOD ( |
Returns the LOD that the primitive will render at for this view. |
|
bool |
GetMaterialTextureScales ( |
Get mesh UV density for a LOD-section. |
|
float |
GetMaxDrawDistance() |
|
|
float |
GetMaxWorldPositionOffsetDisplacement() |
|
|
uint32 |
GetMemoryFootprint() |
Every derived class should override these functions |
|
const FCardR... |
GetMeshCardRepresentation() |
|
|
void |
GetMeshDescription ( |
Gathers a description of the mesh elements to be rendered for the given LOD index, without consideration for views. |
|
bool |
GetMeshUVDensities ( |
Get mesh UV density for a LOD-section. |
|
float |
GetMinDrawDistance() |
|
|
void |
GetNaniteMaterialMask ( |
|
|
void |
GetNaniteResourceInfo ( |
|
|
int32 |
GetNumUncachedStaticLightingInteractions() |
|
|
const TArray... |
GetOcclusionQueries ( |
Gets the boxes for sub occlusion queries |
|
GetOwnerName() |
||
|
uint32 |
GetPayloadDataStride() |
Number of packed float4 values per instance. |
|
void |
GetPreSkinnedLocalBounds ( |
|
|
FPrimitiveCo... |
GetPrimitiveComponentId() |
|
|
bool |
GetPrimitiveDistance ( |
Get primitive distance to view origin for a given LOD-section. |
|
FPrimitiveSc... |
GetPrimitiveSceneInfo() |
|
|
GetPropertyColor() |
||
|
uint8 |
GetRayTracingGroupCullingPriority() |
|
|
int32 |
GetRayTracingGroupId() |
|
|
GetResourceName() |
||
|
FSceneInterf... |
GetScene() |
Accessors. |
|
void |
GetShadowShapes ( |
Gathers shadow shapes from this proxy. |
|
ESceneDepthP... |
GetStaticDepthPriorityGroup() |
Determines the DPG to render the primitive in regardless of view. |
|
GetStatId() |
||
|
EStencilMask |
GetStencilWriteMask() |
|
|
float |
GetTranslucencySortDistanceOffset() |
|
|
int16 |
GetTranslucencySortPriority() |
|
|
SIZE_T |
GetTypeHash() |
Return a type (or subtype) specific hash for sorting purposes |
|
FRHIUniformB... |
GetUniformBuffer() |
|
|
FPrimitiveVi... |
GetViewRelevance ( |
Determines the relevance of this primitive's elements to the given view. |
|
int32 |
GetVirtualTextureCullMips() |
|
|
int32 |
GetVirtualTextureLodBias() |
|
|
int32 |
GetVirtualTextureMinCoverage() |
|
|
int32 |
GetVisibilityId() |
|
|
GetWireframeColor() |
||
|
bool |
HasAnyPerInstancePayloadData() |
|
|
bool |
HasCustomOcclusionBounds() |
Returns whether the proxy utilizes custom occlusion bounds or not |
|
bool |
HasDeformableMesh() |
Returns true if this proxy has any deformable mesh, meaning the mesh is animated e.g., by deforming the vertices through skinning, morphing or some procedural update. |
|
bool |
HasDistanceFieldRepresentation() |
|
|
bool |
HasDynamicIndirectShadowCasterRepresentation() |
|
|
bool |
HasDynamicTransform() |
Returns true if this proxy can change transform so that we should cache previous transform for calculating velocity. |
|
bool |
HasInstanceDebugData() |
|
|
bool |
HasPerInstanceCustomData() |
|
|
bool |
HasPerInstanceDynamicData() |
|
|
bool |
HasPerInstanceEditorData() |
|
|
bool |
HasPerInstanceHierarchyOffset() |
|
|
bool |
HasPerInstanceHitProxies() |
|
|
bool |
HasPerInstanceLMSMUVBias() |
|
|
bool |
HasPerInstanceLocalBounds() |
|
|
bool |
HasPerInstanceRandom() |
|
|
bool |
HasStaticLighting() |
|
|
bool |
HasSubprimitiveOcclusionQueries() |
|
|
bool |
HasValidSettingsForStaticLighting() |
|
|
bool |
HasViewDependentDPG() |
|
|
bool |
HeightfieldHasPendingStreaming() |
|
|
bool |
Holdout() |
|
|
bool |
IsCollisionEnabled() |
|
|
bool |
IsDetailMesh() |
Returns whether this proxy should be considered a "detail mesh". |
|
bool |
IsDrawnInEditor() |
Tell us if this proxy is drawn in editor. |
|
bool |
IsDrawnInGame() |
Tell us if this proxy is drawn in game. |
|
bool |
IsEditingLevelInstanceChild() |
|
|
bool |
IsEmissiveLightSource() |
|
|
bool |
IsForceHidden() |
|
|
bool |
IsHeterogeneousVolume() |
Returns whether this proxy is a heterogeneous volume. |
|
bool |
IsHiddenInSceneCapture() |
|
|
bool |
IsHovered() |
|
|
bool |
IsIndividuallySelected() |
|
|
bool |
IsLocalToWorldDeterminantNegative() |
|
|
bool |
IsMeshShapeOftenMoving() |
|
|
bool |
IsMovable() |
|
|
bool |
IsNaniteMesh() |
Returns whether this proxy is a Nanite mesh. |
|
bool |
IsOftenMoving() |
|
|
bool |
IsOwnedBy ( |
|
|
bool |
IsParentSelected() |
|
|
bool |
IsRayTracingFarField() |
|
|
bool |
IsSelectable() |
|
|
bool |
IsSelected() |
|
|
bool |
IsShadowCast ( |
|
|
bool |
IsShown ( |
|
|
bool |
IsStatic() |
|
|
bool |
IsUsingDistanceCullFade() |
|
|
bool |
IsVirtualTextureOnly() |
Returns true if a primitive can never be rendered outside of a runtime virtual texture. |
|
bool |
IsVisibleInLumenScene() |
|
|
bool |
IsVisibleInRayTracing() |
|
|
bool |
IsVisibleInRealTimeSkyCaptures() |
|
|
bool |
IsVisibleInReflectionCaptures() |
|
|
bool |
IsVisibleInSceneCaptureOnly() |
|
|
bool |
LightAttachmentsAsGroup() |
|
|
bool |
NeedsUnbuiltPreviewLighting() |
|
|
void |
OnDetachLight ( |
Called by the rendering thread to notify the proxy when a light is no longer associated with the proxy, so that it can clean up any cached resources. |
|
void |
OnEvaluateWorldPositionOffsetChanged_RenderThread() |
Allows child implementations to do render-thread work when bEvaluateWorldPositionOffset changes |
|
bool |
OnLevelAddedToWorld_RenderThread() |
Called to notify the proxy that the level has been fully added to the world and the primitive will now be rendered. |
|
void |
OnLevelRemovedFromWorld_RenderThread() |
Called to notify the proxy that the level has been fully removed from the world and the primitive will not be rendered. |
|
void |
OnTransformChanged() |
Called to notify the proxy when its transform has been updated. |
|
void |
OverrideOwnerName ( |
Allow subclasses to override the primitive name. Used primarily by BSP. |
|
const bool |
ReceivesDecals() |
|
|
void |
RenderBounds ( |
Helper for components that want to render bounds. |
|
void |
SetCollisionEnabled_GameThread ( |
Set the collision flag on the scene proxy to enable/disable collision drawing |
|
void |
SetCollisionEnabled_RenderThread ( |
Set the collision flag on the scene proxy to enable/disable collision drawing (RENDER THREAD) |
|
void |
SetCustomDepthEnabled_GameThread ( |
Set the custom depth enabled flag |
|
void |
SetCustomDepthEnabled_RenderThread ( |
Set the custom depth enabled flag (RENDER THREAD) |
|
void |
SetCustomDepthStencilValue_GameThread ( |
Set the custom depth stencil value |
|
void |
SetCustomDepthStencilValue_RenderThread ( |
Set the custom depth stencil value (RENDER THREAD) |
|
void |
SetDebugMassData ( |
Sets the primitive proxy's mass space to component space. |
|
void |
SetDistanceFieldSelfShadowBias_RenderThread ( |
|
|
void |
SetEvaluateWorldPositionOffset_GameThread ( |
Enqueue updated setting for evaluation of World Position Offset. |
|
void |
SetForceHidden ( |
|
|
void |
SetHiddenEdViews_GameThread ( |
Updates the hidden editor view visibility map on the game thread which just enqueues a command on the render thread |
|
void |
SetHovered_GameThread ( |
Updates hover state for the primitive proxy. |
|
void |
SetHovered_RenderThread ( |
Updates hover state for the primitive proxy. |
|
void |
SetInstanceLocalBounds ( |
Sets the instance local bounds for the specified instance index, and optionally will pad the bounds extents to accomodate Max World Position Offset Distance. |
|
void |
SetIsBeingMovedByEditor_GameThread ( |
Enqueue and update for the render thread to notify it that the editor is currently moving the owning component with gizmos. |
|
void |
SetLevelColor ( |
|
|
void |
SetLevelInstanceEditingState_GameThread ( |
Updates the LevelInstance editing state for the primitive proxy. |
|
void |
SetLevelInstanceEditingState_RenderThread ( |
Updates LevelInstance editing state for the primitive proxy. |
|
void |
SetLightingChannels_GameThread ( |
Updates the lighting channels for the primitive proxy. |
|
void |
SetPropertyColor ( |
|
|
void |
SetSelection_GameThread ( |
Updates selection for the primitive proxy. |
|
void |
SetSelection_RenderThread ( |
Updates selection for the primitive proxy. |
|
void |
SetUsedMaterialForVerification ( |
This function exist only to perform an update of the UsedMaterialsForVerification on the render thread |
|
void |
SetWireframeColor ( |
|
|
bool |
ShouldNotifyOnWorldAddRemove() |
|
|
bool |
ShouldReceiveMobileCSMShadows() |
|
|
bool |
ShouldRenderCustomDepth() |
|
|
bool |
ShouldRenderInDepthPass() |
|
|
bool |
ShouldRenderInMainPass() |
|
|
bool |
ShouldUpdateGPUSceneTransforms() |
|
|
bool |
ShouldUseAsOccluder() |
|
|
bool |
ShowInBSPSplitViewmode() |
|
|
bool |
StaticElementsAlwaysUseProxyPrimitiveUniformBuffer() |
|
|
bool |
StaticMeshHasPendingStreaming() |
|
|
bool |
SupportsDistanceFieldRepresentation() |
|
|
bool |
SupportsGPUScene() |
Returns true if all meshes drawn by this proxy support GPU scene. |
|
bool |
SupportsHeightfieldRepresentation() |
|
|
bool |
SupportsInstanceDataBuffer() |
|
|
bool |
SupportsSortedTriangles() |
|
|
bool |
TreatAsBackgroundForOcclusion() |
|
|
void |
UpdateDefaultInstanceSceneData() |
|
|
void |
UpdateInstances_RenderThread ( |
Updates the primitive proxy's cached transforms for all instances given a buffer of instance updates. |
|
void |
UpdateUniformBuffer() |
Updates the primitive proxy's uniform buffer. |
|
void |
UpdateVisibleInLumenScene() |
Updates bVisibleInLumen, which indicated whether a primitive should be tracked by Lumen scene. |
|
bool |
UseEditorCompositing ( |
|
|
bool |
UseSingleSampleShadowFromStationaryLights() |
|
|
bool |
VerifyUsedMaterial ( |
Verifies that a material used for rendering was present in the component's GetUsedMaterials list. |
|
bool |
WantsSelectionOutline() |
|
|
bool |
WasInstanceCustomDataUpdatedThisFrame ( |
|
|
bool |
WasInstanceXFormUpdatedThisFrame ( |
|
|
bool |
WillEverBeLit() |
|
|
bool |
WritesVirtualTexture() |
|
|
bool |
WritesVirtualTexture ( |
Name |
Description |
|
---|---|---|
|
FDebugMassData |
Name |
Description |
---|---|
FLCIArray |
Get the list of LCIs. |
Name |
Description |
---|---|
InvalidRayTracingGroupId |