UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
SceneVisibility.h
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1// Copyright Epic Games, Inc. All Rights Reserved.
2
3#pragma once
4
6#include "StaticMeshBatch.h"
7#include "MeshPassProcessor.h"
8#include "Tasks/Task.h"
9
11class FSceneRenderer;
14
31
33{
34public:
36
39
41 virtual void ProcessRenderThreadTasks() = 0;
42
45
47 virtual void Finish() = 0;
48
51
53 // Use these tasks as dependencies to trigger tasks at specific stages of the visibility pipeline while initializing.
54
57
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63
65 virtual bool IsTaskWaitingAllowed() const = 0;
66
68};
69
FPlatformTypes::int32 int32
A 32-bit signed integer.
Definition Platform.h:1125
UE_FORCEINLINE_HINT TSharedRef< CastToType, Mode > StaticCastSharedRef(TSharedRef< CastFromType, Mode > const &InSharedRef)
Definition SharedPointer.h:127
IVisibilityTaskData * LaunchVisibilityTasks(FRHICommandListImmediate &RHICmdList, FSceneRenderer &SceneRenderer, const UE::Tasks::FTask &BeginInitVisibilityTaskPrerequisites)
Definition SceneVisibility.cpp:462
Type
Definition RHIResources.h:412
Definition InstanceCullingManager.h:45
Definition RHICommandList.h:4626
Definition SceneRendering.h:2080
Definition SceneVisibility.h:16
FViewCommands()
Definition SceneVisibility.h:18
TStaticArray< TArray< EMeshDrawCommandCullingPayloadFlags, SceneRenderingAllocator >, EMeshPass::Num > DynamicMeshCommandBuildFlags
Definition SceneVisibility.h:29
TStaticArray< FMeshCommandOneFrameArray, EMeshPass::Num > MeshCommands
Definition SceneVisibility.h:26
TStaticArray< TArray< const FStaticMeshBatch *, SceneRenderingAllocator >, EMeshPass::Num > DynamicMeshCommandBuildRequests
Definition SceneVisibility.h:28
TStaticArray< int32, EMeshPass::Num > NumDynamicMeshCommandBuildRequestElements
Definition SceneVisibility.h:27
Definition VirtualTextureSystem.h:86
Definition SceneVisibilityPrivate.h:503
Definition SceneVisibility.h:33
virtual TArrayView< FViewCommands > GetViewCommandsPerView()=0
virtual void StartGatherDynamicMeshElements()=0
virtual void FinishGatherDynamicMeshElements(FExclusiveDepthStencil::Type BasePassDepthStencilAccess, FInstanceCullingManager &InstanceCullingManager, FVirtualTextureUpdater *VirtualTextureUpdater)=0
virtual void ProcessRenderThreadTasks()=0
virtual ~IVisibilityTaskData()
Definition SceneVisibility.h:35
virtual UE::Tasks::FTask GetFrustumCullTask() const =0
virtual bool IsTaskWaitingAllowed() const =0
virtual UE::Tasks::FTask GetLightVisibilityTask() const =0
virtual UE::Tasks::FTask GetComputeRelevanceTask() const =0
virtual void Finish()=0
Definition ArrayView.h:139
Definition StaticArray.h:26
@ Num
Definition MeshPassProcessor.h:86