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

#include <SceneCullingRenderer.h>

Public Member Functions

 FSceneInstanceCullingQuery (FSceneCullingRenderer &InSceneCullingRenderer)
 
int32 AddViewDrawGroup (uint32 FirstPrimaryView, uint32 NumPrimaryViews)
 
void Add (uint32 FirstPrimaryView, uint32 NumPrimaryViews, const FCullingVolume &CullingVolume)
 
void Dispatch (FRDGBuilder &GraphBuilder, bool bAllowAsync=true)
 
FSceneInstanceCullResultGetResult ()
 
FSceneInstanceCullResultGetResultAsync () const
 
bool IsAsync () const
 
UE::Tasks::FTask GetAsyncTaskHandle () const
 
FSceneCullingRendererGetSceneCullingRenderer ()
 
TConstArrayView< FViewDrawGroupGetViewDrawGroups () const
 

Constructor & Destructor Documentation

◆ FSceneInstanceCullingQuery()

FSceneInstanceCullingQuery::FSceneInstanceCullingQuery ( FSceneCullingRenderer InSceneCullingRenderer)

Member Function Documentation

◆ Add()

void FSceneInstanceCullingQuery::Add ( uint32  FirstPrimaryView,
uint32  NumPrimaryViews,
const FCullingVolume CullingVolume 
)

Add a job for a view-group to the query.

◆ AddViewDrawGroup()

int32 FSceneInstanceCullingQuery::AddViewDrawGroup ( uint32  FirstPrimaryView,
uint32  NumPrimaryViews 
)

Add a view-group without culling job to the query. The return value is the index of the view-group.

◆ Dispatch()

void FSceneInstanceCullingQuery::Dispatch ( FRDGBuilder GraphBuilder,
bool  bAllowAsync = true 
)

Run culling job.

◆ GetAsyncTaskHandle()

UE::Tasks::FTask FSceneInstanceCullingQuery::GetAsyncTaskHandle ( ) const
inline

Get the task handle to be able to queue subsequent work, for example.

◆ GetResult()

FSceneInstanceCullResult * FSceneInstanceCullingQuery::GetResult ( )

◆ GetResultAsync()

FSceneInstanceCullResult * FSceneInstanceCullingQuery::GetResultAsync ( ) const
inline

Get pointer to the result async, note that this means it may still be in the process of being filled in. It is not safe to access anything in the result until the task has been waited on, either by calling GetResult() or GetAsyncTaskHandle().Wait(). The data is always allocated on the RDG timeline so is safe to keep a pointer to in e.g., RDG setup tasks and other renderer-lifetime structures.

◆ GetSceneCullingRenderer()

FSceneCullingRenderer & FSceneInstanceCullingQuery::GetSceneCullingRenderer ( )
inline

◆ GetViewDrawGroups()

TConstArrayView< FViewDrawGroup > FSceneInstanceCullingQuery::GetViewDrawGroups ( ) const
inline

◆ IsAsync()

bool FSceneInstanceCullingQuery::IsAsync ( ) const
inline

returns true if the task is running async NOTE: may return false for a task that has completed, even if it was spawned as an asyc task.


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