UReflectionCaptureComponent

Inheritance Hierarchy

Syntax

class UReflectionCaptureComponent : public USceneComponent

Remarks

-> will be exported to EngineDecalClasses.h

Variables

Name Description

Public variable

float

 

Brightness

A brightness control to scale the captured scene's reflection intensity.

Public variable

FVector

 

CaptureOffset

World space offset to apply before capturing.

Public variable

UBillboardCompo ...

 

CaptureOffsetComponent

Public variable

UTextureCube &#...

 

Cubemap

Cubemap to use for reflection if ReflectionSourceType is set to RS_SpecifiedCubemap.

Public variable

EReflectionSour ...

 

ReflectionSourceType

Indicates where to get the reflection source from.

Public variable

FReflectionCapt ...

 

SceneProxy

The rendering thread's mirror of this reflection capture.

Public variable

float

 

SourceCubemapAngle

Angle to rotate the source cubemap when SourceType is set to SLS_SpecifiedCubemap.

Constructors

Name Description

Public function

UReflectionCaptureComponent

(
    const FObjectInitializer & ObjectIn...
)

Functions

Name Description

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API)FR ...

 

CreateSceneProxy()

Callback to create the rendering thread mirror.

Public function

float

 

GetAverageBrightness()

Public function

float *

 

GetAverageBrightnessPtr()

Public function

const float ...

 

GetAverageBrightnessPtr()

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) c...

 

GetFullHDRData()

Public function Virtual

float

 

GetInfluenceBoundingRadius()

Gets the radius that bounds the shape's influence, used for culling.

Public function Static

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API)in ...

 

GetReflectionCaptureSize_GameThread()

Public function Static

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API)in ...

 

GetReflectionCaptureSize_RenderThread()

Public function

void

 

ReadbackFromGPU

(
    UWorld * WorldToUpdate
)

Reads reflection capture contents back from the scene and saves the results to the DDC.

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

ReleaseHDRData()

Issues a renderthread command to release the data, and NULLs the pointer on the gamethread

Public function

void

 

SetCaptureCompleted()

Marks this component has having been recaptured.

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

SetCaptureIsDirty()

Indicates that the capture needs to recapture the scene, adds it to the recapture queue.

Public function Virtual

void

 

UpdatePreviewShape()

Called to update the preview shapes when something they are dependent on has changed.

Public function Static

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

UpdateReflectionCaptureContents

(
    UWorld * WorldToUpdate
)

Called each tick to recapture and queued reflection captures.

Overridden from USceneComponent

Name Description

Public function Virtual

void

 

PreFeatureLevelChange

(
    ERHIFeatureLevel::Type PendingFeatu...
)

Overridden from UActorComponent

Name Description

Public function Virtual

void

 

CreateRenderState_Concurrent()

Used to create any rendering thread information for this component

Public function Virtual

void

 

DestroyRenderState_Concurrent()

Used to shut down any rendering thread structure for this component

Public function Virtual

void

 

OnRegister()

WITH_EDITOR.

Public function Virtual

void

 

OnUnregister()

Called when a component is unregistered.

Public function Virtual

void

 

SendRenderTransform_Concurrent()

Called to send a transform update for this component to the rendering thread

Overridden from UObject

Name Description

Public function Virtual

void

 

BeginDestroy()

WITH_EDITOR.

Public function Virtual

bool

 

CanEditChange

(
    const UProperty * InProperty
)

Called by the editor to query whether a property of this object is allowed to be modified.

Public function Virtual

void

 

FinishDestroy()

Called to finish destroying the object.

Public function Virtual

bool

 

IsReadyForFinishDestroy()

Called to check if the object is ready for FinishDestroy.

Public function Virtual

void

 

PostDuplicate

(
    bool bDuplicateForPIE
)

Called after duplication & serialization and before PostLoad.

Public function Virtual

void

 

PostEditChangeProperty

(
    FPropertyChangedEvent & PropertyCha...
)

Called when a property on this object has been modified externally

Public function Virtual

void

 

PostEditImport()

Called after importing property values for this object (paste, duplicate or .t3d import) Allow the object to perform any cleanup for properties which shouldn't be duplicated or are unsupported by the script serialization

Public function Virtual

void

 

PostInitProperties()

Called after the C++ constructor and after the properties have been initialized, including those loaded from config.

Public function Virtual

void

 

PostLoad()

Do any object-specific cleanup required immediately after loading an object, and immediately after any undo/redo.

Public function Virtual

void

 

PreSave

(
    const ITargetPlatform * TargetP...
)

Presave function.

Public function Virtual

void

 

Serialize

(
    FArchive & Ar
)

UObject serializer.

Constants

Name

Description

ReflectionCapturesToUpdate

List of reflection captures that need to be recaptured.

ReflectionCapturesToUpdateForLoad

List of reflection captures that need to be recaptured because they were dirty on load.

ReflectionCapturesToUpdateForLoadLock

References

Module

Engine

Header

Runtime/Engine/Classes/Components/ReflectionCaptureComponent.h