UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
FRuntimeVirtualTextureSceneProxy Class Reference

#include <RuntimeVirtualTextureSceneProxy.h>

Public Member Functions

 FRuntimeVirtualTextureSceneProxy (URuntimeVirtualTextureComponent *InComponent)
 
 ~FRuntimeVirtualTextureSceneProxy ()
 
void Release ()
 
void MarkUnused ()
 
void Dirty (FBoxSphereBounds const &Bounds, EVTInvalidatePriority InvalidatePriority)
 
void FlushDirtyPages ()
 
void RequestPreload (FBoxSphereBounds const &Bounds, int32 Level)
 
bool IsAdaptive () const
 
ERuntimeVirtualTextureMaterialType GetMaterialType () const
 
const FBoxGetBounds () const
 
FVector4 GetUniformParameter (ERuntimeVirtualTextureShaderUniform UniformName) const
 
const IAllocatedVirtualTextureGetAllocatedVirtualTexture () const
 

Public Attributes

int32 SceneIndex = -1
 
int32 RuntimeVirtualTextureId = -1
 
bool bHidePrimitivesInEditor = false
 
bool bHidePrimitivesInGame = false
 

Detailed Description

Scene proxy for the URuntimeVirtualTextureComponent. Manages a runtime virtual texture in the renderer scene.

Constructor & Destructor Documentation

◆ FRuntimeVirtualTextureSceneProxy()

FRuntimeVirtualTextureSceneProxy::FRuntimeVirtualTextureSceneProxy ( URuntimeVirtualTextureComponent InComponent)

Constructor initializes resources for the URuntimeVirtualTexture associated with the provided component.

◆ ~FRuntimeVirtualTextureSceneProxy()

FRuntimeVirtualTextureSceneProxy::~FRuntimeVirtualTextureSceneProxy ( )

Member Function Documentation

◆ Dirty()

void FRuntimeVirtualTextureSceneProxy::Dirty ( FBoxSphereBounds const &  Bounds,
EVTInvalidatePriority  InvalidatePriority 
)

Mark an area of the associated runtime virtual texture as dirty.

Parameters
BoundsWorld-space bounds of the area of the runtime virtual texture to invalidate
PriorityAllows the affected pages to get processed in priority. This allows increased responsiveness when there are more pages being updated than can be handled in a given frame (when throttling)

◆ FlushDirtyPages()

void FRuntimeVirtualTextureSceneProxy::FlushDirtyPages ( )

Flush the cached physical pages of the virtual texture at the given world space bounds.

◆ GetAllocatedVirtualTexture()

const IAllocatedVirtualTexture * FRuntimeVirtualTextureSceneProxy::GetAllocatedVirtualTexture ( ) const
inline

◆ GetBounds()

const FBox & FRuntimeVirtualTextureSceneProxy::GetBounds ( ) const
inline

◆ GetMaterialType()

ERuntimeVirtualTextureMaterialType FRuntimeVirtualTextureSceneProxy::GetMaterialType ( ) const
inline

◆ GetUniformParameter()

FVector4 FRuntimeVirtualTextureSceneProxy::GetUniformParameter ( ERuntimeVirtualTextureShaderUniform  UniformName) const

◆ IsAdaptive()

bool FRuntimeVirtualTextureSceneProxy::IsAdaptive ( ) const
inline

Accessors

◆ MarkUnused()

void FRuntimeVirtualTextureSceneProxy::MarkUnused ( )

Mark the object as no longer used. This can happen in the edge case where two components in a scene use the same runtime virtual texture asset.

◆ Release()

void FRuntimeVirtualTextureSceneProxy::Release ( )

Release the object and it's associated runtime virtual texture resources. Call this on the main thread before deferring deletion to happen on the render thread.

◆ RequestPreload()

void FRuntimeVirtualTextureSceneProxy::RequestPreload ( FBoxSphereBounds const &  Bounds,
int32  Level 
)

Request preload of an area of the associated runtime virtual texture at a given mip level.

Member Data Documentation

◆ bHidePrimitivesInEditor

bool FRuntimeVirtualTextureSceneProxy::bHidePrimitivesInEditor = false

Hide primitives in the main pass in editor mode.

◆ bHidePrimitivesInGame

bool FRuntimeVirtualTextureSceneProxy::bHidePrimitivesInGame = false

Hide primitives in the main pass in game mode.

◆ RuntimeVirtualTextureId

int32 FRuntimeVirtualTextureSceneProxy::RuntimeVirtualTextureId = -1

Unique object ID of the runtime virtual texture used to filter proxies to render to it.

◆ SceneIndex

int32 FRuntimeVirtualTextureSceneProxy::SceneIndex = -1

The documentation for this class was generated from the following files: