UDocumentation
UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
PostProcessVisualizeLevelInstance.h
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// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#if WITH_EDITOR
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#include "
ScreenPass.h
"
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#include "
OverridePassSequence.h
"
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namespace
Nanite
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{
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struct
FRasterResults;
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}
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struct
FVisualizeLevelInstanceInputs
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{
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// [Optional] Render to the specified output. If invalid, a new texture is created and returned.
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FScreenPassRenderTarget
OverrideOutput;
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// [Required] The scene color to composite with selection outlines.
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FScreenPassTexture
SceneColor
;
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// [Required] The scene depth to composite with selection outlines.
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FScreenPassTexture
SceneDepth
;
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// [Required] Used when scene textures are required by the material.
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FSceneTextureShaderParameters
SceneTextures;
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};
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FScreenPassTexture
AddVisualizeLevelInstancePass
(
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FRDGBuilder
& GraphBuilder,
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const
FViewInfo
& View,
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FSceneUniformBuffer
&SceneUniformBuffer,
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const
FVisualizeLevelInstanceInputs
& Inputs,
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const
Nanite::FRasterResults
*
NaniteRasterResults
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);
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#endif
EARSessionTrackingFeature::SceneDepth
@ SceneDepth
StaticCastSharedRef
UE_FORCEINLINE_HINT TSharedRef< CastToType, Mode > StaticCastSharedRef(TSharedRef< CastFromType, Mode > const &InSharedRef)
Definition
SharedPointer.h:127
OverridePassSequence.h
ELumenScreenTracingSource::SceneColor
@ SceneColor
ScreenPass.h
FRDGBuilder
Definition
RenderGraphBuilder.h:49
FSceneUniformBuffer
Definition
SceneUniformBuffer.h:137
FViewInfo
Definition
SceneRendering.h:1132
Nanite
Definition
SkinnedMeshComponent.h:50
FScreenPassRenderTarget
Definition
ScreenPass.h:83
FScreenPassTexture
Definition
ScreenPass.h:41
Nanite::FRasterResults
Definition
NaniteCullRaster.h:86
Engine
Source
Runtime
Renderer
Private
PostProcess
PostProcessVisualizeLevelInstance.h
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