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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include "CoreMinimal.h"#include "Textures/SlateShaderResource.h"#include "Textures/SlateTextureData.h"#include "Brushes/SlateDynamicImageBrush.h"#include "Rendering/DrawElements.h"#include "Templates/RefCounting.h"#include "Fonts/FontTypes.h"#include "Types/SlateVector2.h"#include "PixelFormat.h"Go to the source code of this file.
Classes | |
| struct | FRenderThreadUpdateContext |
| class | FSlateFontServices |
| struct | FMappedTextureBuffer |
| class | FSlateRenderer |
| struct | FSlateRenderer::FScopedAcquireDrawBuffer |
Typedefs | |
| typedef TRefCountPtr< FRHITexture > | FTextureRHIRef |
Functions | |
| bool SLATECORE_API | IsThreadSafeForSlateRendering () |
| bool SLATECORE_API | DoesThreadOwnSlateRendering () |
| bool SLATECORE_API DoesThreadOwnSlateRendering | ( | ) |
If it's the game thread, and there's no loading thread, then it owns slate rendering. However if there's a loading thread, it is the exlusive owner of slate rendering.
| bool SLATECORE_API IsThreadSafeForSlateRendering | ( | ) |
Is this thread valid for sending out rendering commands? If the slate loading thread exists, then yes, it is always safe Otherwise, we have to be on the game thread