UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
SceneManagement.h File Reference
#include "CoreMinimal.h"
#include "Containers/ChunkedArray.h"
#include "Stats/Stats.h"
#include "Misc/Guid.h"
#include "Misc/MemStack.h"
#include "Misc/IQueuedWork.h"
#include "RHI.h"
#include "RenderResource.h"
#include "EngineDefines.h"
#include "HitProxies.h"
#include "SceneTypes.h"
#include "ConvexVolume.h"
#include "PrimitiveDrawingUtils.h"
#include "PrimitiveUniformShaderParameters.h"
#include "RendererInterface.h"
#include "BatchedElements.h"
#include "MeshBatch.h"
#include "MeshElementCollector.h"
#include "SceneUtils.h"
#include "LightmapUniformShaderParameters.h"
#include "DynamicBufferAllocator.h"
#include "Math/SHMath.h"
#include "GlobalRenderResources.h"

Go to the source code of this file.

Classes

struct  FTemporalLODState
 
class  FSceneViewStateInterface
 
class  FDefaultWorkingColorSpaceUniformBuffer
 
class  FLightInteraction
 
class  FLightMapInteraction
 
class  FShadowMapInteraction
 
class  FLightmapClusterResourceInput
 
class  FDefaultLightmapResourceClusterUniformBuffer
 
class  FLightCacheInterface
 
class  FAsyncEncode< TPendingTextureType >
 
class  FShadowCascadeSettings
 
class  FProjectedShadowInitializer
 
class  FPerObjectProjectedShadowInitializer
 
class  FWholeSceneProjectedShadowInitializer
 
class  FDefaultMobileReflectionCaptureUniformBuffer
 
struct  FLightRenderParameters
 
class  FDynamicPrimitiveResource
 
class  FViewElementDrawer
 
class  FStaticPrimitiveDrawInterface
 
class  FSimpleElementCollector
 
class  FSimpleElementCollector::FAllocationInfo
 
class  FOneFrameResource
 
struct  FMeshBatchAndRelevance
 
class  FDynamicPrimitiveUniformBuffer
 
struct  FLODMask
 
class  FSharedSamplerState
 

Namespaces

namespace  RayTracing
 
namespace  UE
 
namespace  UE::Color
 

Macros

#define ALLOW_LQ_LIGHTMAPS   (PLATFORM_DESKTOP || PLATFORM_IOS || PLATFORM_ANDROID)
 
#define ALLOW_HQ_LIGHTMAPS   1
 

Typedefs

using RayTracing::FGeometryGroupHandle = int32
 
using RayTracing::instead = FGeometryGroupHandle
 

Enumerations

enum  ESequencerState { ESS_None , ESS_Paused , ESS_Playing }
 
enum  ELightInteractionType {
  LIT_CachedIrrelevant , LIT_CachedLightMap , LIT_Dynamic , LIT_CachedSignedDistanceFieldShadowMap2D ,
  LIT_MAX
}
 

Functions

 DECLARE_LOG_CATEGORY_EXTERN (LogBufferVisualization, Log, All)
 
 DECLARE_LOG_CATEGORY_EXTERN (LogNaniteVisualization, Log, All)
 
 DECLARE_LOG_CATEGORY_EXTERN (LogLumenVisualization, Log, All)
 
 DECLARE_LOG_CATEGORY_EXTERN (LogVirtualShadowMapVisualization, Log, All)
 
 DECLARE_LOG_CATEGORY_EXTERN (LogMultiView, Log, All)
 
class UE_DEPRECATED (5.7, "FFrozenSceneViewMatricesGuard is no longer used.") FFrozenSceneViewMatricesGuard
 
ENGINE_API void GetLightmapClusterResourceParameters (ERHIFeatureLevel::Type FeatureLevel, const FLightmapClusterResourceInput &Input, const IAllocatedVirtualTexture *AllocatedVT, FLightmapResourceClusterShaderParameters &Parameters)
 
ENGINE_API bool DoesPlatformSupportDistanceFields (const FStaticShaderPlatform Platform)
 
ENGINE_API bool DoesPlatformSupportDistanceFieldShadowing (EShaderPlatform Platform)
 
ENGINE_API bool DoesPlatformSupportDistanceFieldAO (EShaderPlatform Platform)
 
ENGINE_API bool DoesProjectSupportDistanceFields ()
 
ENGINE_API bool ShouldAllPrimitivesHaveDistanceField (EShaderPlatform ShaderPlatform)
 
ENGINE_API bool ShouldCompileDistanceFieldShaders (EShaderPlatform ShaderPlatform)
 
bool PrimitiveNeedsDistanceFieldSceneData (bool bTrackAllPrimitives, bool bCastsDynamicIndirectShadow, bool bAffectsDistanceFieldLighting, bool bIsDrawnInGame, bool bCastsHiddenShadow, bool bCastsDynamicShadow, bool bAffectsDynamicIndirectLighting, bool bAffectIndirectLightingWhileHidden)
 
ENGINE_API void ComputeShadowCullingVolume (bool bReverseCulling, const FVector *CascadeFrustumVerts, const FVector &LightDirection, FConvexVolume &ConvexVolumeOut, FPlane &NearPlaneOut, FPlane &FarPlaneOut)
 
ENGINE_API FVector CalcConeVert (float Angle1, float Angle2, float AzimuthAngle)
 
ENGINE_API void BuildConeVerts (float Angle1, float Angle2, float Scale, float XOffset, uint32 NumSides, TArray< FDynamicMeshVertex > &OutVerts, TArray< uint32 > &OutIndices)
 
ENGINE_API void BuildCylinderVerts (const FVector &Base, const FVector &XAxis, const FVector &YAxis, const FVector &ZAxis, double Radius, double HalfHeight, uint32 Sides, TArray< FDynamicMeshVertex > &OutVerts, TArray< uint32 > &OutIndices)
 
ENGINE_API void BuildTaperedCylinderVerts (const FVector &Base, const FVector &XAxis, const FVector &YAxis, const FVector &ZAxis, double BaseRadius, double TopRadius, double HalfHeight, uint32 Sides, TArray< FDynamicMeshVertex > &OutVerts, TArray< uint32 > &OutIndices)
 
ENGINE_API FLinearColor GetSelectionColor (const FLinearColor &BaseColor, bool bSelected, bool bHovered, bool bUseOverlayIntensity=true)
 
ENGINE_API FLinearColor GetViewSelectionColor (const FLinearColor &BaseColor, const FSceneView &View, bool bSelected, bool bHovered, bool bUseOverlayIntensity, bool bIndividuallySelected)
 
ENGINE_API bool IsRichView (const FSceneViewFamily &ViewFamily)
 
ENGINE_API void ApplyViewModeOverrides (int32 ViewIndex, const FEngineShowFlags &EngineShowFlags, ERHIFeatureLevel::Type FeatureLevel, const FPrimitiveSceneProxy *PrimitiveSceneProxy, bool bSelected, struct FMeshBatch &Mesh, FMeshElementCollector &Collector)
 
ENGINE_API void DrawUVs (FViewport *InViewport, FCanvas *InCanvas, int32 InTextYPos, const int32 LODLevel, int32 UVChannel, TArray< FVector2D > SelectedEdgeTexCoords, class FStaticMeshRenderData *StaticMeshRenderData, class FSkeletalMeshLODRenderData *SkeletalMeshRenderData)
 
ENGINE_API const FSceneViewGetLODView (const FSceneView &InView)
 
float ENGINE_API ComputeBoundsScreenSize (const FVector4 &Origin, const float SphereRadius, const FSceneView &View)
 
float ENGINE_API ComputeBoundsScreenSize (const FVector4 &BoundsOrigin, const float SphereRadius, const FVector4 &ViewOrigin, const FMatrix &ProjMatrix)
 
float ENGINE_API ComputeBoundsScreenRadiusSquared (const FVector4 &Origin, const float SphereRadius, const FSceneView &View)
 
float ENGINE_API ComputeBoundsScreenRadiusSquared (const FVector4 &BoundsOrigin, const float SphereRadius, const FVector4 &ViewOrigin, const FMatrix &ProjMatrix)
 
float ENGINE_API ComputeBoundsDrawDistance (const float ScreenSize, const float SphereRadius, const FMatrix &ProjMatrix)
 
int8 ENGINE_API ComputeStaticMeshLOD (const FStaticMeshRenderData *RenderData, const FVector4 &Origin, const float SphereRadius, const FSceneView &View, int32 MinLOD, float FactorScale=1.0f)
 
int8 ENGINE_API ComputeTemporalStaticMeshLOD (const FStaticMeshRenderData *RenderData, const FVector4 &Origin, const float SphereRadius, const FSceneView &View, int32 MinLOD, float FactorScale, int32 SampleIndex)
 
FLODMask ENGINE_API ComputeLODForMeshes (const TArray< class FStaticMeshBatchRelevance > &StaticMeshRelevances, const FSceneView &View, const FVector4 &Origin, float SphereRadius, int32 ForcedLODLevel, float &OutScreenRadiusSquared, int8 CurFirstLODIdx, float ScreenSizeScale=1.0f, bool bDitheredLODTransition=true)
 
FLODMask ENGINE_API ComputeLODForMeshes (const TArray< class FStaticMeshBatchRelevance > &StaticMeshRelevances, const FSceneView &View, const FVector4 &Origin, float SphereRadius, float InstanceSphereRadius, int32 ForcedLODLevel, float &OutScreenRadiusSquared, int8 CurFirstLODIdx, float ScreenSizeScale=1.0f)
 
ENGINE_API void InitializeSharedSamplerStates ()
 

Variables

ENGINE_API TGlobalResource< FDefaultWorkingColorSpaceUniformBufferGDefaultWorkingColorSpaceUniformBuffer
 
constexpr int32 NUM_STORED_LIGHTMAP_COEF = 4
 
constexpr int32 NUM_HQ_LIGHTMAP_COEF = 2
 
constexpr int32 NUM_LQ_LIGHTMAP_COEF = 2
 
constexpr int32 LQ_LIGHTMAP_COEF_INDEX = 2
 
ENGINE_API TGlobalResource< FDefaultLightmapResourceClusterUniformBufferGDefaultLightmapResourceClusterUniformBuffer
 
ENGINE_API TGlobalResource< FDefaultMobileReflectionCaptureUniformBufferGDefaultMobileReflectionCaptureUniformBuffer
 
ENGINE_API FSharedSamplerStateWrap_WorldGroupSettings
 
ENGINE_API FSharedSamplerStateClamp_WorldGroupSettings
 

Macro Definition Documentation

◆ ALLOW_HQ_LIGHTMAPS

#define ALLOW_HQ_LIGHTMAPS   1

Compile out high quality lightmaps to save memory

◆ ALLOW_LQ_LIGHTMAPS

#define ALLOW_LQ_LIGHTMAPS   (PLATFORM_DESKTOP || PLATFORM_IOS || PLATFORM_ANDROID)

Compile out low quality lightmaps to save memory

Enumeration Type Documentation

◆ ELightInteractionType

The types of interactions between a light and a primitive.

Enumerator
LIT_CachedIrrelevant 
LIT_CachedLightMap 
LIT_Dynamic 
LIT_CachedSignedDistanceFieldShadowMap2D 
LIT_MAX 

◆ ESequencerState

Enumerator
ESS_None 
ESS_Paused 
ESS_Playing 

Function Documentation

◆ ApplyViewModeOverrides()

ENGINE_API void ApplyViewModeOverrides ( int32  ViewIndex,
const FEngineShowFlags EngineShowFlags,
ERHIFeatureLevel::Type  FeatureLevel,
const FPrimitiveSceneProxy PrimitiveSceneProxy,
bool  bSelected,
struct FMeshBatch Mesh,
FMeshElementCollector Collector 
)
extern

◆ BuildConeVerts()

ENGINE_API void BuildConeVerts ( float  Angle1,
float  Angle2,
float  Scale,
float  XOffset,
uint32  NumSides,
TArray< FDynamicMeshVertex > &  OutVerts,
TArray< uint32 > &  OutIndices 
)
extern

◆ BuildCylinderVerts()

ENGINE_API void BuildCylinderVerts ( const FVector Base,
const FVector XAxis,
const FVector YAxis,
const FVector ZAxis,
double  Radius,
double  HalfHeight,
uint32  Sides,
TArray< FDynamicMeshVertex > &  OutVerts,
TArray< uint32 > &  OutIndices 
)
extern

◆ BuildTaperedCylinderVerts()

ENGINE_API void BuildTaperedCylinderVerts ( const FVector Base,
const FVector XAxis,
const FVector YAxis,
const FVector ZAxis,
double  BaseRadius,
double  TopRadius,
double  HalfHeight,
uint32  Sides,
TArray< FDynamicMeshVertex > &  OutVerts,
TArray< uint32 > &  OutIndices 
)
extern

Build tapered cylinder vertices with a separate base and top radius.

◆ CalcConeVert()

ENGINE_API FVector CalcConeVert ( float  Angle1,
float  Angle2,
float  AzimuthAngle 
)
extern

◆ ComputeBoundsDrawDistance()

float ENGINE_API ComputeBoundsDrawDistance ( const float  ScreenSize,
const float  SphereRadius,
const FMatrix ProjMatrix 
)

Computes the draw distance of a given sphere bounds in the given view with the specified screen size.

Parameters
ScreenSize- The screen size (as computed by ComputeBoundsScreenSize)
SphereRadius- Radius of the sphere to use to calculate screen coverage
ProjMatrix- The projection matrix used to scale screen size bounds
Returns
float - The draw distance calculated

◆ ComputeBoundsScreenRadiusSquared() [1/2]

float ENGINE_API ComputeBoundsScreenRadiusSquared ( const FVector4 BoundsOrigin,
const float  SphereRadius,
const FVector4 ViewOrigin,
const FMatrix ProjMatrix 
)

Computes the screen radius squared of a given sphere bounds in the given view. This is used at runtime instead of ComputeBoundsScreenSize to avoid a square root.

Parameters
Origin- Origin of the bounds in world space
SphereRadius- Radius of the sphere to use to calculate screen coverage
ViewOrigin- The view origin involved in the calculation
ProjMatrix- The projection matrix of the view involved in the calculation
Returns
float - The screen size calculated

◆ ComputeBoundsScreenRadiusSquared() [2/2]

float ENGINE_API ComputeBoundsScreenRadiusSquared ( const FVector4 Origin,
const float  SphereRadius,
const FSceneView View 
)

Computes the screen radius squared of a given sphere bounds in the given view. This is used at runtime instead of ComputeBoundsScreenSize to avoid a square root. It is a wrapper for the version below that does not take a FSceneView reference but parameters directly

Parameters
Origin- Origin of the bounds in world space
SphereRadius- Radius of the sphere to use to calculate screen coverage
View- The view to calculate the display factor for
Returns
float - The screen size calculated

◆ ComputeBoundsScreenSize() [1/2]

float ENGINE_API ComputeBoundsScreenSize ( const FVector4 BoundsOrigin,
const float  SphereRadius,
const FVector4 ViewOrigin,
const FMatrix ProjMatrix 
)

Computes the screen size of a given sphere bounds in the given view. The screen size is the projected diameter of the bounding sphere of the model. i.e. 0.5 means half the screen's maximum dimension.

Parameters
BoundsOrigin- Origin of the bounds in world space
SphereRadius- Radius of the sphere to use to calculate screen coverage
ViewOrigin- The origin of the view to calculate the display factor for
ProjMatrix- The projection matrix used to scale screen size bounds
Returns
float - The screen size calculated

◆ ComputeBoundsScreenSize() [2/2]

float ENGINE_API ComputeBoundsScreenSize ( const FVector4 Origin,
const float  SphereRadius,
const FSceneView View 
)

Computes the screen size of a given sphere bounds in the given view. The screen size is the projected diameter of the bounding sphere of the model. i.e. 0.5 means half the screen's maximum dimension.

Parameters
Origin- Origin of the bounds in world space
SphereRadius- Radius of the sphere to use to calculate screen coverage
View- The view to calculate the display factor for
Returns
float - The screen size calculated

◆ ComputeLODForMeshes() [1/2]

FLODMask ENGINE_API ComputeLODForMeshes ( const TArray< class FStaticMeshBatchRelevance > &  StaticMeshRelevances,
const FSceneView View,
const FVector4 Origin,
float  SphereRadius,
float  InstanceSphereRadius,
int32  ForcedLODLevel,
float OutScreenRadiusSquared,
int8  CurFirstLODIdx,
float  ScreenSizeScale = 1.0f 
)

Computes the LOD to render for the list of static meshes in the given view.

Parameters
StaticMeshes- List of static meshes.
View- The view to render the LOD level for
Origin- Origin of the bounds of the primitive in world space
SphereRadius- Radius of the sphere bounds of the primitive in world space
InstanceSphereRadius- Radius of the sphere bounds for a single mesh instance in the primitive. If not 0.f then the return FLODMask will contain a range of LODs ready for LOD selection on the GPU

◆ ComputeLODForMeshes() [2/2]

FLODMask ENGINE_API ComputeLODForMeshes ( const TArray< class FStaticMeshBatchRelevance > &  StaticMeshRelevances,
const FSceneView View,
const FVector4 Origin,
float  SphereRadius,
int32  ForcedLODLevel,
float OutScreenRadiusSquared,
int8  CurFirstLODIdx,
float  ScreenSizeScale = 1.0f,
bool  bDitheredLODTransition = true 
)

Computes the LOD to render for the list of static meshes in the given view.

Parameters
StaticMeshes- List of static meshes.
View- The view to render the LOD level for
Origin- Origin of the bounds of the primitive in world space
SphereRadius- Radius of the sphere bounds of the primitive in world space

◆ ComputeShadowCullingVolume()

ENGINE_API void ComputeShadowCullingVolume ( bool  bReverseCulling,
const FVector CascadeFrustumVerts,
const FVector LightDirection,
FConvexVolume ConvexVolumeOut,
FPlane NearPlaneOut,
FPlane FarPlaneOut 
)
extern

◆ ComputeStaticMeshLOD()

int8 ENGINE_API ComputeStaticMeshLOD ( const FStaticMeshRenderData RenderData,
const FVector4 Origin,
const float  SphereRadius,
const FSceneView View,
int32  MinLOD,
float  FactorScale = 1.0f 
)

Computes the LOD level for the given static meshes render data in the given view.

Parameters
RenderData- Render data for the mesh
Origin- Origin of the bounds of the mesh in world space
SphereRadius- Radius of the sphere to use to calculate screen coverage
View- The view to calculate the LOD level for
FactorScale- multiplied by the computed screen size before computing LOD

◆ ComputeTemporalStaticMeshLOD()

int8 ENGINE_API ComputeTemporalStaticMeshLOD ( const FStaticMeshRenderData RenderData,
const FVector4 Origin,
const float  SphereRadius,
const FSceneView View,
int32  MinLOD,
float  FactorScale,
int32  SampleIndex 
)

Computes the LOD level for the given static meshes render data in the given view, for one of the two temporal LOD samples

Parameters
RenderData- Render data for the mesh
Origin- Origin of the bounds of the mesh in world space
SphereRadius- Radius of the sphere to use to calculate screen coverage
View- The view to calculate the LOD level for
FactorScale- multiplied by the computed screen size before computing LOD
SampleIndex- index (0 or 1) of the temporal sample to use

◆ DECLARE_LOG_CATEGORY_EXTERN() [1/5]

DECLARE_LOG_CATEGORY_EXTERN ( LogBufferVisualization  ,
Log  ,
All   
)

◆ DECLARE_LOG_CATEGORY_EXTERN() [2/5]

DECLARE_LOG_CATEGORY_EXTERN ( LogLumenVisualization  ,
Log  ,
All   
)

◆ DECLARE_LOG_CATEGORY_EXTERN() [3/5]

DECLARE_LOG_CATEGORY_EXTERN ( LogMultiView  ,
Log  ,
All   
)

◆ DECLARE_LOG_CATEGORY_EXTERN() [4/5]

DECLARE_LOG_CATEGORY_EXTERN ( LogNaniteVisualization  ,
Log  ,
All   
)

◆ DECLARE_LOG_CATEGORY_EXTERN() [5/5]

DECLARE_LOG_CATEGORY_EXTERN ( LogVirtualShadowMapVisualization  ,
Log  ,
All   
)

◆ DoesPlatformSupportDistanceFieldAO()

ENGINE_API bool DoesPlatformSupportDistanceFieldAO ( EShaderPlatform  Platform)

◆ DoesPlatformSupportDistanceFields()

ENGINE_API bool DoesPlatformSupportDistanceFields ( const FStaticShaderPlatform  Platform)

◆ DoesPlatformSupportDistanceFieldShadowing()

ENGINE_API bool DoesPlatformSupportDistanceFieldShadowing ( EShaderPlatform  Platform)

◆ DoesProjectSupportDistanceFields()

ENGINE_API bool DoesProjectSupportDistanceFields ( )

◆ DrawUVs()

ENGINE_API void DrawUVs ( FViewport InViewport,
FCanvas InCanvas,
int32  InTextYPos,
const int32  LODLevel,
int32  UVChannel,
TArray< FVector2D SelectedEdgeTexCoords,
class FStaticMeshRenderData StaticMeshRenderData,
class FSkeletalMeshLODRenderData SkeletalMeshRenderData 
)
extern

Draws the UV layout of the supplied asset (either StaticMeshRenderData OR SkeletalMeshRenderData, not both!)

◆ GetLightmapClusterResourceParameters()

ENGINE_API void GetLightmapClusterResourceParameters ( ERHIFeatureLevel::Type  FeatureLevel,
const FLightmapClusterResourceInput Input,
const IAllocatedVirtualTexture AllocatedVT,
FLightmapResourceClusterShaderParameters Parameters 
)

◆ GetLODView()

ENGINE_API const FSceneView & GetLODView ( const FSceneView InView)

Will return the view to use taking into account VR which has 2 views

◆ GetSelectionColor()

ENGINE_API FLinearColor GetSelectionColor ( const FLinearColor BaseColor,
bool  bSelected,
bool  bHovered,
bool  bUseOverlayIntensity = true 
)
extern

Given a base color and a selection state, returns a color which accounts for the selection state.

Parameters
BaseColor- The base color of the object.
bSelected- The selection state of the object.
bHovered- True if the object has hover focus
bUseOverlayIntensity- True if the selection color should be modified by the selection intensity
Returns
The color to draw the object with, accounting for the selection state

◆ GetViewSelectionColor()

ENGINE_API FLinearColor GetViewSelectionColor ( const FLinearColor BaseColor,
const FSceneView View,
bool  bSelected,
bool  bHovered,
bool  bUseOverlayIntensity,
bool  bIndividuallySelected 
)
extern

◆ InitializeSharedSamplerStates()

ENGINE_API void InitializeSharedSamplerStates ( )
extern

Initializes the shared sampler states.

◆ IsRichView()

ENGINE_API bool IsRichView ( const FSceneViewFamily ViewFamily)
extern

Returns true if the given view is "rich", and all primitives should be forced down the dynamic drawing path so that ApplyViewModeOverrides can implement the rich view feature. A view is rich if is missing the EngineShowFlags.Materials showflag, or has any of the render mode affecting showflags.

◆ PrimitiveNeedsDistanceFieldSceneData()

bool PrimitiveNeedsDistanceFieldSceneData ( bool  bTrackAllPrimitives,
bool  bCastsDynamicIndirectShadow,
bool  bAffectsDistanceFieldLighting,
bool  bIsDrawnInGame,
bool  bCastsHiddenShadow,
bool  bCastsDynamicShadow,
bool  bAffectsDynamicIndirectLighting,
bool  bAffectIndirectLightingWhileHidden 
)
inline

Centralized decision function to avoid diverging logic.

◆ ShouldAllPrimitivesHaveDistanceField()

ENGINE_API bool ShouldAllPrimitivesHaveDistanceField ( EShaderPlatform  ShaderPlatform)

◆ ShouldCompileDistanceFieldShaders()

ENGINE_API bool ShouldCompileDistanceFieldShaders ( EShaderPlatform  ShaderPlatform)

◆ UE_DEPRECATED()

class UE_DEPRECATED ( 5.  7,
"FFrozenSceneViewMatricesGuard is no longer used."   
)

Variable Documentation

◆ Clamp_WorldGroupSettings

ENGINE_API FSharedSamplerState* Clamp_WorldGroupSettings
extern

Sampler state using Clamp addressing and taking filter mode from the world texture group.

◆ GDefaultLightmapResourceClusterUniformBuffer

ENGINE_API TGlobalResource< FDefaultLightmapResourceClusterUniformBuffer > GDefaultLightmapResourceClusterUniformBuffer
extern

Global uniform buffer containing the default precomputed lighting data.

◆ GDefaultMobileReflectionCaptureUniformBuffer

ENGINE_API TGlobalResource<FDefaultMobileReflectionCaptureUniformBuffer> GDefaultMobileReflectionCaptureUniformBuffer
extern

Global uniform buffer containing the default reflection data used in mobile renderer.

◆ GDefaultWorkingColorSpaceUniformBuffer

ENGINE_API TGlobalResource<FDefaultWorkingColorSpaceUniformBuffer> GDefaultWorkingColorSpaceUniformBuffer
extern

◆ LQ_LIGHTMAP_COEF_INDEX

constexpr int32 LQ_LIGHTMAP_COEF_INDEX = 2
inlineconstexpr

The index at which simple coefficients are stored in any array containing all NUM_STORED_LIGHTMAP_COEF coefficients.

◆ NUM_HQ_LIGHTMAP_COEF

constexpr int32 NUM_HQ_LIGHTMAP_COEF = 2
inlineconstexpr

The number of directional coefficients which the lightmap stores for each light sample.

◆ NUM_LQ_LIGHTMAP_COEF

constexpr int32 NUM_LQ_LIGHTMAP_COEF = 2
inlineconstexpr

The number of simple coefficients which the lightmap stores for each light sample.

◆ NUM_STORED_LIGHTMAP_COEF

constexpr int32 NUM_STORED_LIGHTMAP_COEF = 4
inlineconstexpr

The number of coefficients that are stored for each light sample.

◆ Wrap_WorldGroupSettings

ENGINE_API FSharedSamplerState* Wrap_WorldGroupSettings
extern

Sampler state using Wrap addressing and taking filter mode from the world texture group.