UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
FGPUScene Member List

This is the complete list of members for FGPUScene, including all inherited members.

AddPrimitiveToUpdate(FPersistentPrimitiveIndex PersistentPrimitiveIndex, EPrimitiveDirtyState DirtyState=EPrimitiveDirtyState::ChangedAll)FGPUScene
AllocateInstancePayloadDataSlots(int32 NumInstancePayloadFloat4Entries)FGPUScene
AllocateInstanceSceneDataSlots(FPersistentPrimitiveIndex PersistentPrimitiveIndex, int32 NumInstanceSceneDataEntries)FGPUScene
BeginRender(FRDGBuilder &GraphBuilder, FGPUSceneDynamicContext &GPUSceneDynamicContext)FGPUScene
bUpdateAllPrimitivesFGPUScene
ConsolidateInstanceDataAllocations()FGPUScene
DebugRender(FRDGBuilder &GraphBuilder, FSceneUniformBuffer &SceneUniformBuffer, FViewInfo &View)FGPUScene
EndRender()FGPUScene
ExecuteDeferredGPUWritePass(FRDGBuilder &GraphBuilder, TArray< FViewInfo > &Views, EGPUSceneGPUWritePass Pass)FGPUScene
FGPUScene(FScene &InScene)FGPUScene
FGPUScenePrimitiveCollectorFGPUScenefriend
FillSceneUniformBuffer(FRDGBuilder &GraphBuilder, FSceneUniformBuffer &SceneUB) constFGPUScene
FInstanceGPULoadBalancer typedefFGPUScene
FInstanceRange typedefFGPUScene
FreeInstancePayloadDataSlots(int32 InstancePayloadDataOffset, int32 NumInstancePayloadFloat4Entries)FGPUScene
FreeInstanceSceneDataSlots(int32 InstanceSceneDataOffset, int32 NumInstanceSceneDataEntries)FGPUScene
FUpdateFromComputeCommands typedefFGPUScene
GetAllocatedSize() constFGPUScene
GetCurrentDynamicContext() constFGPUSceneinline
GetFeatureLevel() constFGPUSceneinline
GetInstanceIdUpperBoundGPU() constFGPUScene
GetInstanceSceneDataAllocator() constFGPUSceneinline
GetMaxLightId() constFGPUSceneinline
GetNumInstances() constFGPUSceneinline
GetNumLightmapDataItems() constFGPUSceneinline
GetNumPrimitives() constFGPUSceneinline
GetPrimitiveDirtyState(FPersistentPrimitiveIndex PersistentPrimitiveIndex) constFGPUSceneinline
GetScene() constFGPUSceneinline
GetSceneFrameNumber() constFGPUSceneinline
GetShaderParameters(FRDGBuilder &GraphBuilder) constFGPUScene
GetShaderParametersRHI() constFGPUScene
GetShaderPlatform() constFGPUSceneinline
HasPendingGPUWrite(uint32 PrimitiveId) constFGPUScene
InstancePayloadDataAllocatorFGPUScene
InstancePayloadDataBufferFGPUScene
InstancePayloadUploadBufferFGPUScene
InstanceSceneDataBufferFGPUScene
InstanceSceneUploadBufferFGPUScene
IsEnabled() constFGPUSceneinline
IsRendering() constFGPUSceneinline
LightmapDataAllocatorFGPUScene
LightmapDataBufferFGPUScene
LightmapUploadBufferFGPUScene
OnPostLightSceneInfoUpdate(FRDGBuilder &OnPostLightSceneInfoUpdate, const FLightSceneChangeSet &LightsPostUpdateData)FGPUScene
OnPostSceneUpdate(FRDGBuilder &GraphBuilder, const FScenePostUpdateChangeSet &ScenePostUpdateData)FGPUScene
OnPreSceneUpdate(FRDGBuilder &GraphBuilder, const FScenePreUpdateChangeSet &ScenePreUpdateData)FGPUScene
PrimitiveBufferFGPUScene
PrimitiveUploadBufferFGPUScene
SetEnabled(ERHIFeatureLevel::Type InFeatureLevel)FGPUScene
Update(FRDGBuilder &GraphBuilder, FSceneUniformBuffer &SceneUB, FRDGExternalAccessQueue &ExternalAccessQueue, const FUpdateFromComputeCommands &UpdatesFromCompute, const UE::Tasks::FTask &UpdateTaskPrerequisites={})FGPUScene
UploadDynamicPrimitiveShaderDataForView(FRDGBuilder &GraphBuilder, FViewInfo &View, bool bRayTracing=false, UE::Renderer::Private::IShadowInvalidatingInstances *ShadowInvalidatingInstances=nullptr)FGPUScene
~FGPUScene()FGPUScene