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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include "CoreMinimal.h"#include "Engine/Level.h"#include "Engine/TextureLightProfile.h"#include "HAL/ThreadSafeCounter.h"#include "HAL/PlatformFileManager.h"#include "Stats/Stats.h"#include "HAL/IConsoleManager.h"#include "Misc/App.h"#include "UObject/Package.h"#include "UObject/UObjectIterator.h"#include "Misc/PackageName.h"#include "EngineDefines.h"#include "EngineGlobals.h"#include "Components/ActorComponent.h"#include "RHI.h"#include "RenderingThread.h"#include "RenderResource.h"#include "UniformBuffer.h"#include "SceneTypes.h"#include "SceneInterface.h"#include "Components/PrimitiveComponent.h"#include "PhysicsField/PhysicsFieldComponent.h"#include "MaterialShared.h"#include "PrimitiveDrawingUtils.h"#include "PrecomputedLightVolume.h"#include "PrecomputedVolumetricLightmap.h"#include "Components/LightComponent.h"#include "GameFramework/WorldSettings.h"#include "Components/DecalComponent.h"#include "Components/ReflectionCaptureComponent.h"#include "Components/RuntimeVirtualTextureComponent.h"#include "Components/InstancedStaticMeshComponent.h"#include "ScenePrivateBase.h"#include "SceneCore.h"#include "Rendering/RayTracingGeometryManager.h"#include "Rendering/MotionVectorSimulation.h"#include "PrimitiveSceneInfo.h"#include "LightSceneInfo.h"#include "LightMapRendering.h"#include "SkyAtmosphereRendering.h"#include "BasePassRendering.h"#include "MobileBasePassRendering.h"#include "PrimitiveSceneDesc.h"#include "InstancedStaticMeshSceneProxyDesc.h"#include "ScenePrivate.h"#include "SceneProxies/DeferredDecalProxy.h"#include "SceneProxies/ReflectionCaptureProxy.h"#include "SceneProxies/SkyAtmosphereSceneProxy.h"#include "SceneProxies/SkyLightSceneProxy.h"#include "SceneProxies/WindSourceSceneProxy.h"#include "RendererModule.h"#include "StaticMeshResources.h"#include "ParameterCollection.h"#include "DistanceFieldAmbientOcclusion.h"#include "DistanceFieldAtlas.h"#include "EngineModule.h"#include "FXSystem.h"#include "DistanceFieldLightingShared.h"#include "SpeedTreeWind.h"#include "Components/WindDirectionalSourceComponent.h"#include "Lumen/LumenSceneData.h"#include "PlanarReflectionSceneProxy.h"#include "Engine/StaticMesh.h"#include "GPUSkinCache.h"#include "SkeletalMeshUpdater.h"#include "ComputeSystemInterface.h"#include "DynamicShadowMapChannelBindingHelper.h"#include "GPUScene.h"#include "HAL/LowLevelMemStats.h"#include "HAL/LowLevelMemTracker.h"#include "VT/RuntimeVirtualTextureEnum.h"#include "VT/RuntimeVirtualTextureSceneProxy.h"#include "VT/VirtualTextureSystem.h"#include "HairStrandsInterface.h"#include "VelocityRendering.h"#include "RectLightSceneProxy.h"#include "RectLightTextureManager.h"#include "RenderCore.h"#include "SceneRenderBuilder.h"#include "IESTextureManager.h"#include "Materials/MaterialRenderProxy.h"#include "ProfilingDebugging/AssetMetadataTrace.h"#include "ProfilingDebugging/CountersTrace.h"#include "StateStream/SkinnedMeshStateStreamImpl.h"#include "StateStream/StaticMeshStateStreamImpl.h"#include "StateStream/ParticleSystemStateStreamImpl.h"#include "StateStreamCreator.h"#include "StateStreamManagerImpl.h"#include "SceneCulling/SceneCulling.h"#include "TransformStateStreamImpl.h"#include "InstanceCulling/InstanceCullingOcclusionQuery.h"#include "ComputeWorkerInterface.h"#include "Nanite/NaniteMaterialsSceneExtension.h"#include "Skinning/SkinningSceneExtension.h"#include "ObjectCacheContext.h"#include "Animation/AnimBank.h"#include "Skinning/AnimBankTransformProvider.h"#include "Skinning/SkinningTransformProvider.h"#include "PathTracing.h"#include "RHIGPUReadback.h"#include "ShaderPrint.h"#include "VirtualShadowMaps/VirtualShadowMapCacheManager.h"#include "Shadows/ShadowScene.h"#include "VariableRateShadingImageManager.h"#include "Streaming/SimpleStreamableAssetManager.h"Classes | |
| struct | FSpeedTreeWindComputation |
| struct | FPrimitiveArraySortKey |
| struct | FSceneUpdateChangeSetStorage |
| class | FNULLSceneInterface |
Macros | |
| #define | VALIDATE_PRIMITIVE_PACKED_INDEX 0 |
| #define | SET_SPEEDTREE_TABLE_FLOAT4V(name, offset) |
Variables | |
| TAutoConsoleVariable< int32 > | CVarEarlyZPass (TEXT("r.EarlyZPass"), 3, TEXT(" x: use built in heuristic (default is 3)"), ECVF_Scalability) |
| int32 | GVisibilitySkipAlwaysVisible = 1 |
| bool | GSafeCullDistanceUpdate = true |
| TGlobalResource< FGlobalDistanceCullFadeUniformBuffer > | GDistanceCullFadedInUniformBuffer |
| TGlobalResource< FGlobalDitherUniformBuffer > | GDitherFadedInUniformBuffer |
| TSet< IPersistentViewUniformBufferExtension * > | PersistentViewUniformBufferExtensions |
| #define SET_SPEEDTREE_TABLE_FLOAT4V | ( | name, | |
| offset | |||
| ) |
| #define VALIDATE_PRIMITIVE_PACKED_INDEX 0 |
| DECLARE_CYCLE_STAT | ( | TEXT("DeferredShadingSceneRenderer MotionBlurStartFrame") | , |
| STAT_FDeferredShadingSceneRenderer_MotionBlurStartFrame | , | ||
| STATGROUP_SceneRendering | |||
| ) |
| bool DoesPlatformNeedLocalLightPrimitiveInteraction | ( | EShaderPlatform | ShaderPlatform | ) |
| IMPLEMENT_GLOBAL_SHADER_PARAMETER_STRUCT | ( | FDistanceCullFadeUniformShaderParameters | , |
| "PrimitiveFade" | |||
| ) |
| IMPLEMENT_GLOBAL_SHADER_PARAMETER_STRUCT | ( | FDitherUniformShaderParameters | , |
| "PrimitiveDither" | |||
| ) |
| bool IncludePrimitiveInDistanceFieldSceneData | ( | bool | bTrackAllPrimitives, |
| const FPrimitiveSceneProxy * | Proxy | ||
| ) |
| UObject * ToUObject | ( | FPrimitiveSceneDesc * | Desc | ) |
| UObject * ToUObject | ( | UPrimitiveComponent * | Prim | ) |
| TRACE_DECLARE_INT_COUNTER | ( | SceneLights | , |
| TEXT("Scene/Lights") | |||
| ) |
| TRACE_DECLARE_INT_COUNTER | ( | ScenePrimitives | , |
| TEXT("Scene/Primitives") | |||
| ) |
| TRACE_DECLARE_INT_COUNTER | ( | ScenePrimitivesAdds | , |
| TEXT("Scene/Primitives/Adds") | |||
| ) |
| TRACE_DECLARE_INT_COUNTER | ( | ScenePrimitivesArrayMax | , |
| TEXT("Scene/PrimitiveArrayMax") | |||
| ) |
| TRACE_DECLARE_INT_COUNTER | ( | ScenePrimitivesRemoves | , |
| TEXT("Scene/Primitives/Removes") | |||
| ) |
| TRACE_DECLARE_INT_COUNTER | ( | ScenePrimitivesUpdatesInstances | , |
| TEXT("Scene/Primitives/Updates/Instances") | |||
| ) |
| TRACE_DECLARE_INT_COUNTER | ( | ScenePrimitivesUpdatesTransforms | , |
| TEXT("Scene/Primitives/Updates/Transforms") | |||
| ) |
| void UpdateStaticMeshesForMaterials | ( | const TArray< const FMaterial * > & | MaterialResourcesToUpdate | ) |
| TAutoConsoleVariable< int32 > CVarEarlyZPass(TEXT("r.EarlyZPass"), 3, TEXT(" x: use built in heuristic (default is 3)"), ECVF_Scalability) | ( | TEXT("r.EarlyZPass") | , |
| 3 | , | ||
| TEXT(" x: use built in heuristic (default is 3)") | , | ||
| ECVF_Scalability | |||
| ) |
| TGlobalResource< FGlobalDistanceCullFadeUniformBuffer > GDistanceCullFadedInUniformBuffer |
Global primitive uniform buffer resource containing distance cull faded in
| TGlobalResource< FGlobalDitherUniformBuffer > GDitherFadedInUniformBuffer |
Global primitive uniform buffer resource containing dither faded in
| int32 GVisibilitySkipAlwaysVisible = 1 |
| TSet<IPersistentViewUniformBufferExtension*> PersistentViewUniformBufferExtensions |