UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
ScenePrivate.h File Reference
#include "Containers/SparseSet.h"
#include "Misc/Guid.h"
#include "Math/RandomStream.h"
#include "Templates/PimplPtr.h"
#include "Templates/RefCounting.h"
#include "RHI.h"
#include "RenderResource.h"
#include "UniformBuffer.h"
#include "SceneInterface.h"
#include "SceneView.h"
#include "RendererInterface.h"
#include "SceneUtils.h"
#include "Materials/MaterialInstanceDynamic.h"
#include "TextureLayout3d.h"
#include "ScenePrivateBase.h"
#include "RenderTargetPool.h"
#include "PrimitiveSceneInfo.h"
#include "LightSceneInfo.h"
#include "DepthRendering.h"
#include "SceneHitProxyRendering.h"
#include "TextureLayout.h"
#include "SceneRendering.h"
#include "LightMapRendering.h"
#include "VelocityRendering.h"
#include "VolumeRendering.h"
#include "CommonRenderResources.h"
#include "VisualizeTexture.h"
#include "UnifiedBuffer.h"
#include "DebugViewModeRendering.h"
#include "PrecomputedVolumetricLightmap.h"
#include "RayTracing/RaytracingOptions.h"
#include "Nanite/Nanite.h"
#include "Lumen/LumenViewState.h"
#include "MegaLights/MegaLightsViewState.h"
#include "StochasticLighting/StochasticLightingViewState.h"
#include "VolumetricRenderTargetViewStateData.h"
#include "TranslucentLightingViewState.h"
#include "GPUScene.h"
#include "DynamicBVH.h"
#include "OIT/OIT.h"
#include "ShadingEnergyConservation.h"
#include "Substrate/Substrate.h"
#include "Substrate/Glint/GlintShadingLUTs.h"
#include "Experimental/Containers/RobinHoodHashTable.h"
#include "SpanAllocator.h"
#include "GlobalDistanceField.h"
#include "Algo/RemoveIf.h"
#include "UObject/Package.h"
#include "LightFunctionAtlas.h"
#include "SceneExtensions.h"
#include "HeterogeneousVolumes/HeterogeneousVolumes.h"
#include "ScenePrimitiveUpdates.h"
#include "RenderTransform.h"

Go to the source code of this file.

Classes

class  FPrimitiveOcclusionHistory
 
struct  FPrimitiveOcclusionHistoryKey
 
struct  FPrimitiveOcclusionHistoryKeyFuncs
 
class  FIndividualOcclusionHistory
 
class  FGlobalDistanceCullFadeUniformBuffer
 
class  FGlobalDitherUniformBuffer
 
class  FPrimitiveFadingState
 
class  FGlobalDistanceFieldCacheTypeState
 
class  FGlobalDistanceFieldClipmapState
 
class  FOcclusionRandomStream
 
class  FHLODVisibilityState
 
struct  FHLODSceneNodeVisibilityState
 
struct  FShaderPrintStateData
 
struct  FPersistentSkyAtmosphereData
 
struct  FGlobalDistanceFieldStreamingReadback
 
struct  FPersistentGlobalDistanceFieldData
 
class  FOcclusionFeedback
 
class  FSceneViewState
 
class  FSceneViewState::FProjectedShadowKey
 
struct  FSceneViewState::FOcclusion
 
class  FReflectionEnvironmentCubemapArray
 
class  FCaptureComponentSceneState
 
struct  FReflectionCaptureSortData
 
struct  FReflectionCaptureCacheEntry
 
struct  FReflectionCaptureCache
 
class  FReflectionEnvironmentSceneData
 
class  FHairStrandsSceneData
 
class  FVolumetricLightmapInterpolation
 
class  FVolumetricLightmapSceneData
 
class  FPrimitiveAndInstance
 
class  FPrimitiveRemoveInfo
 
class  FHeightFieldPrimitiveRemoveInfo
 
class  FDistanceFieldAssetMipId
 
class  FDistanceFieldAssetMipRelocation
 
class  FDistanceFieldAssetMipState
 
class  FDistanceFieldAssetState
 
struct  TFDistanceFieldAssetStateFuncs
 
class  FDistanceFieldBlockAllocator
 
class  FDistanceFieldSceneData
 
class  FIndirectLightingCacheBlock
 
class  FBlockUpdateInfo
 
class  FAttachmentGroupSceneInfo
 
struct  FILCUpdatePrimTaskData
 
class  FIndirectLightingCache
 
struct  FPrimitiveBounds
 
struct  FPrimitiveVisibilityId
 
class  FComponentVelocityData
 
class  FSceneVelocityData
 
class  FLODSceneTree
 
struct  FLODSceneTree::FLODSceneNode
 
class  FCachedShadowMapData
 
class  FPersistentUniformBuffers
 
struct  FLumenSceneDataKey
 
class  FLumenSceneDataIterator
 
struct  FUpdateLightTransformParameters
 
struct  FUpdateLightColorParameters
 
struct  FLightSceneChangeSet
 
struct  FViewSceneChangeSet
 
class  FScene
 
struct  FScene::FPrimitiveUpdateParams
 
struct  FScene::FPrimitiveTransformUpdater
 
struct  FScene::FPrimitiveSceneProxyType
 
struct  FScene::FTypeOffsetTableEntry
 
struct  FScene::FRealTimeSlicedReflectionCapture
 
struct  FScene::FUpdateParameters
 

Namespaces

namespace  DiaphragmDOF
 
namespace  EOcclusionFlags
 

Macros

#define OCCLUSION_SLOP   (1.0f)
 
#define DEBUG_CSM_CACHING   0
 

Typedefs

typedef TMap< FPrimitiveComponentId, FPrimitiveFadingStateFPrimitiveFadingStateMap
 
typedef TMap< FLumenSceneDataKey, FLumenSceneData * > FLumenSceneDataMap
 
using FSceneLightInfoUpdates = TSceneUpdateCommandQueue< FLightSceneInfo, ELightDirtyFlags, ELightUpdateId >
 
using FUpdateLightCommand = FSceneLightInfoUpdates::FUpdateCommand
 
using FUpdateLightInvalidateGPUState = FSceneLightInfoUpdates::TPayloadBase< ELightUpdateId::Invalidate, ELightDirtyFlags::None >
 

Enumerations

enum  EOcclusionFlags::Type {
  EOcclusionFlags::None = 0x0 , EOcclusionFlags::CanBeOccluded = 0x1 , EOcclusionFlags::AllowApproximateOcclusion = 0x4 , EOcclusionFlags::HasPrecomputedVisibility = 0x8 ,
  EOcclusionFlags::HasSubprimitiveQueries = 0x10 , EOcclusionFlags::IsForceHidden = 0x20
}
 
enum class  ELightDirtyFlags : uint32 { None = 0u }
 
enum class  ELightUpdateId : uint32 { Invalidate , Transform , Color , MAX }
 

Functions

 DECLARE_GPU_STAT_NAMED_EXTERN (ShadowProjection, TEXT("Shadow Projection"))
 
uint32 GetTypeHash (const FPrimitiveOcclusionHistoryKey &Key)
 
bool operator== (const FPrimitiveOcclusionHistoryKey &A, const FPrimitiveOcclusionHistoryKey &B)
 
void PrepareDistanceFieldScene (FRDGBuilder &GraphBuilder, FRDGExternalAccessQueue &ExternalAccessQueue, const FSceneRenderUpdateInputs &SceneUpdateInputs)
 
 ENUM_CLASS_FLAGS (ELightDirtyFlags)
 
bool ShouldIncludeDomainInMeshPass (EMaterialDomain Domain)
 

Variables

TGlobalResource< FGlobalDistanceCullFadeUniformBufferGDistanceCullFadedInUniformBuffer
 
TGlobalResource< FGlobalDitherUniformBufferGDitherFadedInUniformBuffer
 
FOcclusionRandomStream GOcclusionRandomStream
 

Macro Definition Documentation

◆ DEBUG_CSM_CACHING

#define DEBUG_CSM_CACHING   0

◆ OCCLUSION_SLOP

#define OCCLUSION_SLOP   (1.0f)

Factor by which to grow occlusion tests

Typedef Documentation

◆ FLumenSceneDataMap

◆ FPrimitiveFadingStateMap

Maps a single primitive to it's per-view fading state data

◆ FSceneLightInfoUpdates

◆ FUpdateLightCommand

◆ FUpdateLightInvalidateGPUState

Enumeration Type Documentation

◆ ELightDirtyFlags

enum class ELightDirtyFlags : uint32
strong

Definitions for light scene updates.

Enumerator
None 

◆ ELightUpdateId

enum class ELightUpdateId : uint32
strong
Enumerator
Invalidate 
Transform 
Color 
MAX 

Function Documentation

◆ DECLARE_GPU_STAT_NAMED_EXTERN()

DECLARE_GPU_STAT_NAMED_EXTERN ( ShadowProjection  ,
TEXT("Shadow Projection"  
)

Extern GPU stats (used in multiple modules)

◆ ENUM_CLASS_FLAGS()

ENUM_CLASS_FLAGS ( ELightDirtyFlags  )

◆ GetTypeHash()

uint32 GetTypeHash ( const FPrimitiveOcclusionHistoryKey Key)
inline

◆ operator==()

bool operator== ( const FPrimitiveOcclusionHistoryKey A,
const FPrimitiveOcclusionHistoryKey B 
)
inline

◆ PrepareDistanceFieldScene()

void PrepareDistanceFieldScene ( FRDGBuilder GraphBuilder,
FRDGExternalAccessQueue ExternalAccessQueue,
const FSceneRenderUpdateInputs SceneUpdateInputs 
)
extern

Prepares the distance field scene for all scene renderers.

◆ ShouldIncludeDomainInMeshPass()

bool ShouldIncludeDomainInMeshPass ( EMaterialDomain  Domain)
inline

Variable Documentation

◆ GDistanceCullFadedInUniformBuffer

TGlobalResource< FGlobalDistanceCullFadeUniformBuffer > GDistanceCullFadedInUniformBuffer
extern

Global primitive uniform buffer resource containing faded in

Global primitive uniform buffer resource containing distance cull faded in

◆ GDitherFadedInUniformBuffer

TGlobalResource< FGlobalDitherUniformBuffer > GDitherFadedInUniformBuffer
extern

Global primitive uniform buffer resource containing faded in

Global primitive uniform buffer resource containing dither faded in

◆ GOcclusionRandomStream

FOcclusionRandomStream GOcclusionRandomStream
extern

Random table for occlusion