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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include <ScenePrivate.h>
Scene state used to manage the reflection environment feature.
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inline |
| bool FReflectionEnvironmentSceneData::DoesAllocatedDataNeedUpdate | ( | int32 | DesiredMaxCubemaps, |
| int32 | DesiredCaptureSize | ||
| ) | const |
Do the resources on the GPU match our desired state? If not, reallocation will be necessary.
Resets the structure to empty, useful if you want to shrink the allocation.
| void FReflectionEnvironmentSceneData::ResizeCubemapArrayGPU | ( | uint32 | InMaxCubemaps, |
| int32 | InCubemapSize | ||
| ) |
| void FReflectionEnvironmentSceneData::SetGameThreadTrackingData | ( | int32 | MaxAllocatedCubemaps, |
| int32 | CaptureSize, | ||
| int32 | DesiredCaptureSize | ||
| ) |
Set Data necessary to determine if GPU resources will need future updates
| TSparseArray<UReflectionCaptureComponent*> FReflectionEnvironmentSceneData::AllocatedReflectionCapturesGameThread |
Game thread list of reflection components that have been allocated in the cubemap array. These are not necessarily all visible or being rendered, but their scene state is stored in the cubemap array.
| FReflectionCaptureCache FReflectionEnvironmentSceneData::AllocatedReflectionCaptureState |
Rendering thread map from component to scene state. This allows storage of RT state that needs to persist through a component re-register.
| bool FReflectionEnvironmentSceneData::AllocatedReflectionCaptureStateHasChanged |
True if AllocatedReflectionCaptureState has changed. Allows to update cached single capture id.
| bool FReflectionEnvironmentSceneData::bRegisteredReflectionCapturesHasChanged |
Set to true for one frame whenever RegisteredReflectionCaptures or the transforms of any registered reflection proxy has changed, Which allows one frame to update cached proxy associations.
| FReflectionEnvironmentCubemapArray FReflectionEnvironmentSceneData::CubemapArray |
Cubemap array resource which contains the captured scene for each reflection capture. This is indexed by the value of AllocatedReflectionCaptureState.CaptureIndex.
| TBitArray FReflectionEnvironmentSceneData::CubemapArraySlotsUsed |
Rendering bitfield to track cubemap slots used. Needs to kept in sync with AllocatedReflectionCaptureState
| int32 FReflectionEnvironmentSceneData::DesiredReflectionCaptureSizeGameThread |
| int32 FReflectionEnvironmentSceneData::MaxAllocatedReflectionCubemapsGameThread |
Game thread tracking of what size this scene has allocated for the cubemap array.
| TUniformBufferRef<FMobileReflectionCaptureShaderData> FReflectionEnvironmentSceneData::MobileReflectionCaptureUniformBuffer |
| int32 FReflectionEnvironmentSceneData::NumBoxCaptures |
| int32 FReflectionEnvironmentSceneData::NumSphereCaptures |
| int32 FReflectionEnvironmentSceneData::ReflectionCaptureSizeGameThread |
Game thread tracking of what size cubemaps are in the cubemap array.
| TUniformBufferRef<FReflectionCaptureShaderData> FReflectionEnvironmentSceneData::ReflectionCaptureUniformBuffer |
| TArray<FReflectionCaptureProxy*> FReflectionEnvironmentSceneData::RegisteredReflectionCaptures |
The rendering thread's list of visible reflection captures in the scene.
| TArray<FReflectionCaptureSortData> FReflectionEnvironmentSceneData::SortedCaptures |
Sorted scene reflection captures for upload to the GPU.