UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
SceneTypes.h File Reference
#include "UObject/ObjectMacros.h"
#include "Templates/RefCounting.h"
#include "Containers/List.h"
#include "PrimitiveDirtyState.h"
#include "PrimitiveComponentId.h"
#include "LightDefinitions.h"
#include "SceneTypes.generated.h"

Go to the source code of this file.

Classes

struct  FCustomPrimitiveData
 
class  FSceneViewStateReference
 
struct  FPrimitiveMaterialPropertyDescriptor
 

Namespaces

namespace  ERHIFeatureLevel
 
namespace  EMaterialQualityLevel
 

Typedefs

typedef TRefCountPtr< FLightMapFLightMapRef
 
typedef TRefCountPtr< FShadowMapFShadowMapRef
 

Enumerations

enum  ELightComponentType {
  LightType_Directional = LIGHT_TYPE_DIRECTIONAL , LightType_Point = LIGHT_TYPE_POINT , LightType_Spot = LIGHT_TYPE_SPOT , LightType_Rect = LIGHT_TYPE_RECT ,
  LightType_MAX = LIGHT_TYPE_MAX , LightType_NumBits = 2
}
 
enum  ELightMapInteractionType { LMIT_None = 0 , LMIT_GlobalVolume = 1 , LMIT_Texture = 2 , LMIT_NumBits = 3 }
 
enum  EShadowMapInteractionType { SMIT_None = 0 , SMIT_GlobalVolume = 1 , SMIT_Texture = 2 , SMIT_NumBits = 3 }
 
enum  EMaterialQualityLevel::Type : uint8 {
  EMaterialQualityLevel::Low , EMaterialQualityLevel::High , EMaterialQualityLevel::Medium , EMaterialQualityLevel::Epic ,
  EMaterialQualityLevel::Num
}
 
enum  EMaterialProperty : int {
  MP_EmissiveColor = 0 UMETA(DisplayName = "Emissive") , UMETA =(DisplayName = "Opacity") , UMETA =(DisplayName = "Opacity") , UMETA =(DisplayName = "Opacity") ,
  UMETA =(DisplayName = "Opacity") , UMETA =(DisplayName = "Opacity") , UMETA =(DisplayName = "Opacity") , UMETA =(DisplayName = "Opacity") ,
  UMETA =(DisplayName = "Opacity") , UMETA =(DisplayName = "Opacity") , UMETA =(DisplayName = "Opacity") , UMETA =(DisplayName = "Opacity") ,
  UMETA =(DisplayName = "Opacity") , UMETA =(DisplayName = "Opacity") , UMETA =(DisplayName = "Opacity") , UMETA =(DisplayName = "Opacity") ,
  UMETA =(DisplayName = "Opacity") , UMETA =(DisplayName = "Opacity") , UMETA =(DisplayName = "Opacity") , UMETA =(DisplayName = "Opacity") ,
  UMETA =(DisplayName = "Opacity") , UMETA =(DisplayName = "Opacity") , UMETA =(DisplayName = "Opacity") , UMETA =(DisplayName = "Opacity") ,
  UMETA =(DisplayName = "Opacity") , UMETA =(DisplayName = "Opacity") , UMETA =(DisplayName = "Opacity") , UMETA =(DisplayName = "Opacity") ,
  UMETA =(DisplayName = "Opacity") , UMETA =(DisplayName = "Opacity") , UMETA =(DisplayName = "Opacity") , UMETA =(DisplayName = "Opacity") ,
  UMETA =(DisplayName = "Opacity") , MP_MaterialAttributes , UMETA =(DisplayName = "Opacity") , UMETA =(DisplayName = "Opacity")
}
 
enum  ESimpleElementBlendMode : int {
  SE_BLEND_Opaque = 0 , SE_BLEND_Masked , SE_BLEND_Translucent , SE_BLEND_Additive ,
  SE_BLEND_Modulate , SE_BLEND_MaskedDistanceField , SE_BLEND_MaskedDistanceFieldShadowed , SE_BLEND_TranslucentDistanceField ,
  SE_BLEND_TranslucentDistanceFieldShadowed , SE_BLEND_AlphaComposite , SE_BLEND_AlphaHoldout , SE_BLEND_AlphaBlend ,
  SE_BLEND_TranslucentAlphaOnly , SE_BLEND_TranslucentAlphaOnlyWriteAlpha , SE_BLEND_RGBA_MASK_START , SE_BLEND_RGBA_MASK_END = SE_BLEND_RGBA_MASK_START + 31 ,
  SE_BLEND_MAX
}
 
enum class  EShadowCacheInvalidationBehavior : uint8 { Auto , Always , Rigid , Static }
 

Functions

ENGINE_API FString LexToString (EMaterialQualityLevel::Type QualityLevel)
 

Typedef Documentation

◆ FLightMapRef

A reference to a light-map.

◆ FShadowMapRef

A reference to a shadow-map.

Enumeration Type Documentation

◆ ELightComponentType

Different light component types. The enum uses values defined in a shared header with shader code so that the two sides are always consistent.

Enumerator
LightType_Directional 
LightType_Point 
LightType_Spot 
LightType_Rect 
LightType_MAX 
LightType_NumBits 

◆ ELightMapInteractionType

The types of interactions between a light and a primitive.

Enumerator
LMIT_None 
LMIT_GlobalVolume 
LMIT_Texture 
LMIT_NumBits 

◆ EMaterialProperty

Enumerator
MP_EmissiveColor 
UMETA 
UMETA 
UMETA 
UMETA 
UMETA 
UMETA 
UMETA 
UMETA 
UMETA 
UMETA 
UMETA 
UMETA 
UMETA 
UMETA 
UMETA 
UMETA 
UMETA 
UMETA 
UMETA 
UMETA 
UMETA 
UMETA 
UMETA 
UMETA 
UMETA 
UMETA 
UMETA 
UMETA 
UMETA 
UMETA 
UMETA 
UMETA 
MP_MaterialAttributes 
UMETA 
UMETA 

◆ EShadowCacheInvalidationBehavior

Setting to control shadow invalidation behavior (in particular with respect to Virtual Shadow Maps and future methods).

Enumerator
Auto 

Default. Invalidates based on World Position Offset material, and transform changes, attempting to do the right thing given the information available to the renderer.

Always 

Always invalidate shadows, can be used to flag a primitive that is using some method of animating that is not known to the system.

Rigid 

Suppresses invalidations that would otherwise be generated by e.g., World Position Offset (WPO). Can be used for example when they use WPO statically used, or the artifacts are subtle enough to not warrant the performace overhead (use with care).

Static 

In addition to "Rigid" behavior, also suppress invalidations due to transform changes. Add/Remove will still trigger invalidations. If the primitive is actually moved or animated somehow the visual result is undefined.

◆ EShadowMapInteractionType

Enumerator
SMIT_None 
SMIT_GlobalVolume 
SMIT_Texture 
SMIT_NumBits 

◆ ESimpleElementBlendMode

Blend modes supported for simple element rendering

Enumerator
SE_BLEND_Opaque 
SE_BLEND_Masked 
SE_BLEND_Translucent 
SE_BLEND_Additive 
SE_BLEND_Modulate 
SE_BLEND_MaskedDistanceField 
SE_BLEND_MaskedDistanceFieldShadowed 
SE_BLEND_TranslucentDistanceField 
SE_BLEND_TranslucentDistanceFieldShadowed 
SE_BLEND_AlphaComposite 
SE_BLEND_AlphaHoldout 
SE_BLEND_AlphaBlend 
SE_BLEND_TranslucentAlphaOnly 
SE_BLEND_TranslucentAlphaOnlyWriteAlpha 
SE_BLEND_RGBA_MASK_START 
SE_BLEND_RGBA_MASK_END 
SE_BLEND_MAX 

Function Documentation

◆ LexToString()

ENGINE_API FString LexToString ( EMaterialQualityLevel::Type  QualityLevel)