UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
Scene.h File Reference
#include "UObject/ObjectMacros.h"
#include "UObject/Object.h"
#include "UObject/ScriptInterface.h"
#include "Engine/BlendableInterface.h"
#include "SceneUtils.h"
#include "Engine/EngineTypes.h"
#include "Scene.generated.h"

Go to the source code of this file.

Classes

struct  FColorGradePerRangeSettings
 
struct  FColorGradingSettings
 
struct  FFilmStockSettings
 
struct  FGaussianSumBloomSettings
 
struct  FConvolutionBloomSettings
 
struct  FLensBloomSettings
 
struct  FLensImperfectionSettings
 
struct  FLensSettings
 
struct  FCameraExposureSettings
 
struct  FMatteBoxFlag
 
struct  FWeightedBlendable
 
struct  FWeightedBlendables
 
struct  FPostProcessSettingsDebugInfo
 
struct  FPostProcessSettings
 
class  UScene
 

Enumerations

enum  EDepthOfFieldMethod : int { UMETA =(DisplayName="BokehDOF") , UMETA =(DisplayName="BokehDOF") , UMETA =(DisplayName="BokehDOF") , DOFM_MAX }
 
enum  EAutoExposureMethod : int { UMETA =(DisplayName="BokehDOF") , UMETA =(DisplayName="BokehDOF") , UMETA =(DisplayName="BokehDOF") , AEM_MAX }
 
enum class  ELocalExposureMethod : uint8 { UMETA =(DisplayName = "Bilateral") , UMETA =(DisplayName = "Fusion (Experimental)") }
 
enum  EBloomMethod : int { UMETA =(DisplayName="BokehDOF") , UMETA =(DisplayName="BokehDOF") , BM_MAX }
 
enum  ETemperatureMethod : int { UMETA =(DisplayName="BokehDOF") , UMETA =(DisplayName="BokehDOF") , TEMP_MAX }
 
enum class  ELightUnits : uint8 {
  UMETA =(DisplayName = "Unitless") , UMETA =(DisplayName = "Candelas - Luminous Intensity, Normalized") , UMETA =(DisplayName = "Lumens - Luminous Flux, Normalized") , UMETA =(DisplayName = "EV - Exposure Value, Normalized") ,
  UMETA =(DisplayName = "Nits - Luminance, Non-Normalized")
}
 
enum class  EReflectionsType : uint8 { UMETA =(DisplayName = "Screen Space") , UMETA =(DisplayName = "Ray Tracing") }
 
enum class  ELumenRayLightingModeOverride : uint8 { UMETA =(DisplayName = "Project Default") , UMETA =(DisplayName = "Surface Cache") , UMETA =(DisplayName = "Hit Lighting for Reflections") , UMETA =(DisplayName = "Hit Lighting") }
 
enum class  ETranslucencyType : uint8 { Raster = 0 UMETA(DisplayName = "Raster") , UE_DEPRECATED =(5.6, "Use RayTraced instead") = 1 UMETA(DisplayName = "Legacy Ray Tracing (Deprecated)", ToolTip = "The legacy Ray Tracing Translucency Method is deprecated, use Ray Traced instead") , UE_DEPRECATED =(5.6, "Use RayTraced instead") = 1 UMETA(Hidden) , RayTraced = 2 UMETA(DisplayName = "Ray Traced") }
 
enum class  EReflectedAndRefractedRayTracedShadows : uint8 { UMETA =(DisplayName = "Disabled") , UMETA =(DisplayName = "Hard Shadows") , UMETA =(DisplayName = "Area Shadows") }
 

Enumeration Type Documentation

◆ EAutoExposureMethod

Used by FPostProcessSettings Auto Exposure

Enumerator
UMETA 

requires compute shader to construct 64 bin histogram

faster method that computes single value by downsampling

Uses camera settings.

Sum of Gaussian formulation

Fast Fourier Transform Image based convolution, intended for cinematics (too expensive for games)

UMETA 

requires compute shader to construct 64 bin histogram

faster method that computes single value by downsampling

Uses camera settings.

Sum of Gaussian formulation

Fast Fourier Transform Image based convolution, intended for cinematics (too expensive for games)

UMETA 

requires compute shader to construct 64 bin histogram

faster method that computes single value by downsampling

Uses camera settings.

Sum of Gaussian formulation

Fast Fourier Transform Image based convolution, intended for cinematics (too expensive for games)

AEM_MAX 

◆ EBloomMethod

Enumerator
UMETA 

requires compute shader to construct 64 bin histogram

faster method that computes single value by downsampling

Uses camera settings.

Sum of Gaussian formulation

Fast Fourier Transform Image based convolution, intended for cinematics (too expensive for games)

UMETA 

requires compute shader to construct 64 bin histogram

faster method that computes single value by downsampling

Uses camera settings.

Sum of Gaussian formulation

Fast Fourier Transform Image based convolution, intended for cinematics (too expensive for games)

BM_MAX 

◆ EDepthOfFieldMethod

Used by FPostProcessSettings Depth of Fields

Enumerator
UMETA 

requires compute shader to construct 64 bin histogram

faster method that computes single value by downsampling

Uses camera settings.

Sum of Gaussian formulation

Fast Fourier Transform Image based convolution, intended for cinematics (too expensive for games)

UMETA 

requires compute shader to construct 64 bin histogram

faster method that computes single value by downsampling

Uses camera settings.

Sum of Gaussian formulation

Fast Fourier Transform Image based convolution, intended for cinematics (too expensive for games)

UMETA 

requires compute shader to construct 64 bin histogram

faster method that computes single value by downsampling

Uses camera settings.

Sum of Gaussian formulation

Fast Fourier Transform Image based convolution, intended for cinematics (too expensive for games)

DOFM_MAX 

◆ ELightUnits

enum class ELightUnits : uint8
strong
Enumerator
UMETA 
UMETA 
UMETA 
UMETA 
UMETA 

◆ ELocalExposureMethod

Enumerator
UMETA 

Decompose image into base and detail layers using a bilateral blur. Only the base layer contrast is reduced in order to preserve details.

UMETA 

Fuse multiple exposures according to quality measures. Local Exposure is calculated using the fused exposures.

◆ ELumenRayLightingModeOverride

Enumerator
UMETA 
UMETA 
UMETA 
UMETA 

◆ EReflectedAndRefractedRayTracedShadows

Enumerator
UMETA 
UMETA 
UMETA 

◆ EReflectionsType

enum class EReflectionsType : uint8
strong
Enumerator
UMETA 
UMETA 

◆ ETemperatureMethod

Used by FPostProcessSettings to determine Temperature calculation method.

Enumerator
UMETA 

requires compute shader to construct 64 bin histogram

faster method that computes single value by downsampling

Uses camera settings.

Sum of Gaussian formulation

Fast Fourier Transform Image based convolution, intended for cinematics (too expensive for games)

UMETA 

requires compute shader to construct 64 bin histogram

faster method that computes single value by downsampling

Uses camera settings.

Sum of Gaussian formulation

Fast Fourier Transform Image based convolution, intended for cinematics (too expensive for games)

TEMP_MAX 

◆ ETranslucencyType

enum class ETranslucencyType : uint8
strong
Enumerator
Raster 
UE_DEPRECATED 
UE_DEPRECATED 
RayTraced