UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
SceneVisibilityPrivate.h File Reference

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Classes

class  TCommandPipe< CommandType >
 
struct  FPrimitiveRange
 
struct  FDynamicPrimitive
 
struct  FDynamicPrimitiveIndex
 
struct  FDynamicPrimitiveIndexList
 
class  FDynamicPrimitiveIndexQueue
 
struct  FDynamicPrimitiveViewMasks
 
class  FDynamicMeshElementContext
 
class  FDynamicMeshElementContextContainer
 
class  FVisibilityTaskConfig
 
struct  FVisibilityTaskConfig::FAlwaysVisible
 
struct  FVisibilityTaskConfig::FFrustumCull
 
struct  FVisibilityTaskConfig::FOcclusionCull
 
struct  FVisibilityTaskConfig::FOcclusionCull::FView
 
struct  FVisibilityTaskConfig::FRelevance
 
class  FVisibilityViewPacket
 
class  FVisibilityTaskData
 
struct  FRelevancePrimSet< T, TAmplifyFactor >
 
struct  FFilterStaticMeshesForViewData
 
struct  FDrawCommandRelevancePacket
 
class  FRelevancePacket
 
class  FComputeAndMarkRelevance
 
struct  FOcclusionBounds
 
struct  FThrottledOcclusionQuery
 
struct  FOcclusionQuery
 
struct  FOcclusionFeedbackEntry
 
struct  FHZBBound
 
struct  FGPUOcclusionState
 
struct  FOcclusionCullResult
 
class  FGPUOcclusionPacket
 
struct  FGPUOcclusionPacket::FRecordVisitor
 
struct  FGPUOcclusionPacket::FProcessVisitor
 
class  FGPUOcclusion
 
class  FGPUOcclusionParallelPacket
 
class  FGPUOcclusionParallel
 
class  FGPUOcclusionSerial
 

Namespaces

namespace  EMarkMaskBits
 

Typedefs

using FPrimitiveIndexList = TArray< int32, SceneRenderingAllocator >
 
using FPassDrawCommandArray = TArray< FVisibleMeshDrawCommand >
 
using FPassDrawCommandBuildRequestArray = TArray< const FStaticMeshBatch * >
 
using FPassDrawCommandBuildFlagsArray = TArray< EMeshDrawCommandCullingPayloadFlags >
 

Enumerations

enum class  EVisibilityTaskSchedule { RenderThread , Parallel }
 
enum  EMarkMaskBits::Type { EMarkMaskBits::StaticMeshVisibilityMapMask = 0x2 , EMarkMaskBits::StaticMeshFadeOutDitheredLODMapMask = 0x10 , EMarkMaskBits::StaticMeshFadeInDitheredLODMapMask = 0x20 }
 

Functions

UE::Tasks::EExtendedTaskPriority GetExtendedTaskPriority (bool bExecuteInParallel)
 

Typedef Documentation

◆ FPassDrawCommandArray

◆ FPassDrawCommandBuildFlagsArray

◆ FPassDrawCommandBuildRequestArray

◆ FPrimitiveIndexList

Enumeration Type Documentation

◆ EVisibilityTaskSchedule

Enumerator
RenderThread 
Parallel 

Function Documentation

◆ GetExtendedTaskPriority()

UE::Tasks::EExtendedTaskPriority GetExtendedTaskPriority ( bool  bExecuteInParallel)
inline