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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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This is the complete list of members for FSceneRenderer, including all inherited members.
| AddViewDependentWholeSceneShadowsForView(TArray< FProjectedShadowInfo *, SceneRenderingAllocator > &ShadowInfos, TArray< FProjectedShadowInfo *, SceneRenderingAllocator > &ShadowInfosThatNeedCulling, FVisibleLightInfo &VisibleLightInfo, FLightSceneInfo &LightSceneInfo, int64 CachedShadowMapsSize, uint32 &NumCSMCachesUpdatedThisFrame) | FSceneRenderer | protected |
| AllocateAtlasedShadowDepthTargets(FRHICommandListBase &RHICmdList, TConstArrayView< FProjectedShadowInfo * > Shadows, TArray< FSortedShadowMapAtlas, SceneRenderingAllocator > &OutAtlases) | FSceneRenderer | protected |
| AllocateCachedShadowDepthTargets(FRHICommandListBase &RHICmdList, TConstArrayView< FProjectedShadowInfo * > CachedShadows) | FSceneRenderer | protected |
| AllocateCSMDepthTargets(FRHICommandListBase &RHICmdList, TConstArrayView< FProjectedShadowInfo * > WholeSceneDirectionalShadows, TArray< FSortedShadowMapAtlas, SceneRenderingAllocator > &OutAtlases) | FSceneRenderer | protected |
| AllocateMobileCSMAndSpotLightShadowDepthTargets(FRHICommandListBase &RHICmdList, TConstArrayView< FProjectedShadowInfo * > MobileCSMAndSpotLightShadows) | FSceneRenderer | protected |
| AllocateOnePassPointLightDepthTargets(FRHICommandListBase &RHICmdList, TConstArrayView< FProjectedShadowInfo * > WholeScenePointShadows) | FSceneRenderer | protected |
| AllocateShadowDepthTargets(FDynamicShadowsTaskData &TaskData) | FSceneRenderer | protected |
| AllocateTranslucentShadowDepthTargets(FRHICommandListBase &RHICmdList, TConstArrayView< FProjectedShadowInfo * > TranslucentShadows) | FSceneRenderer | protected |
| Allocator | FSceneRenderer | |
| AllowSimpleLights() const | FSceneRenderer | virtual |
| AllViews | FSceneRenderer | |
| AnyViewHasGIMethodSupportingDFAO() const | FSceneRenderer | inlinevirtual |
| ApplyResolutionFraction(const FSceneViewFamily &ViewFamily, const FIntPoint &UnscaledViewSize, float ResolutionFraction) | FSceneRenderer | static |
| bDumpMeshDrawCommandInstancingStats | FSceneRenderer | protected |
| BeginAsyncDistanceFieldShadowProjections(FRDGBuilder &GraphBuilder, const FMinimalSceneTextures &SceneTextures, const FDynamicShadowsTaskData *TaskData) const | FSceneRenderer | protected |
| BeginGatherShadowPrimitives(FDynamicShadowsTaskData *TaskData, IVisibilityTaskData *VisibilityTaskData) | FSceneRenderer | protected |
| BeginInitDynamicShadows(FRDGBuilder &GraphBuilder, bool bRunningEarly, IVisibilityTaskData *VisibilityTaskData, FInstanceCullingManager &InstanceCullingManager) | FSceneRenderer | protected |
| bGPUMasksComputed | FSceneRenderer | |
| bHasRequestedToggleFreeze | FSceneRenderer | |
| bUsedPrecomputedVisibility | FSceneRenderer | |
| CheckForLightFunction(const FLightSceneInfo *LightSceneInfo) const | FSceneRenderer | protected |
| CheckForProjectedShadows(const FLightSceneInfo *LightSceneInfo) const | FSceneRenderer | protected |
| CheckShadowDepthRenderCompleted() const | FSceneRenderer | inlineprotected |
| ComputeLightGrid(FRDGBuilder &GraphBuilder, bool bCullLightsToGrid, const FSortedLightSetSceneInfo &SortedLightSet, TArray< FForwardLightUniformParameters *, TInlineAllocator< 2 > > &PerViewForwardLightUniformParameters) | FSceneRenderer | protected |
| ComputeLightVisibility() | FSceneRenderer | protectedvirtual |
| ComputeVolumetricFog(FRDGBuilder &GraphBuilder, const FSceneTextures &SceneTextures) | FSceneRenderer | |
| CreateDynamicShadows(FDynamicShadowsTaskData &TaskData) | FSceneRenderer | protected |
| CreatePerObjectProjectedShadow(FDynamicShadowsTaskData &TaskData, FLightPrimitiveInteraction *Interaction, bool bCreateTranslucentObjectShadow, bool bCreateInsetObjectShadow, const TArray< FProjectedShadowInfo *, SceneRenderingAllocator > &ViewDependentWholeSceneShadows, TArray< FProjectedShadowInfo *, SceneRenderingAllocator > &OutPreShadows) | FSceneRenderer | protected |
| CreateSplitScreenDebugViewFamilies(const FSceneViewFamily &InFamily, TArray< const FSceneViewFamily * > &OutViewFamilies, TArray< const FSceneViewFamily *, TFixedAllocator< 2 > > &OutFamiliesStorage) | FSceneRenderer | protectedstatic |
| CreateWholeSceneProjectedShadow(FDynamicShadowsTaskData &TaskData, FLightSceneInfo *LightSceneInfo, int64 CachedShadowMapsSize, uint32 &NumPointShadowCachesUpdatedThisFrame, uint32 &NumSpotShadowCachesUpdatedThisFrame) | FSceneRenderer | protected |
| CustomRenderPassInfos | FSceneRenderer | |
| DECLARE_MULTICAST_DELEGATE_OneParam(FSceneOnScreenMessagesDelegate, FScreenMessageWriter &) | FSceneRenderer | |
| DepthPass | FSceneRenderer | |
| DestroySplitScreenDebugViewFamilies(TConstArrayView< const FSceneViewFamily * > ViewFamilies) | FSceneRenderer | protectedstatic |
| DispatchedShadowDepthPasses | FSceneRenderer | |
| DispatchedShadowDepthPassesMutex | FSceneRenderer | |
| DoCrossGPUTransfers(FRDGBuilder &GraphBuilder, FRDGTextureRef ViewFamilyTexture, TArrayView< FViewInfo > InViews, bool bCrossGPUTransferFencesDefer, FRHIGPUMask RenderTargetGPUMask, class FCrossGPUTransfersDeferred *TransfersDeferred) | FSceneRenderer | |
| DoOcclusionQueries() const | FSceneRenderer | |
| DrawDebugShadowFrustum(FViewInfo &View, FProjectedShadowInfo &ProjectedShadowInfo) | FSceneRenderer | protected |
| DynamicReadBufferForInitViews | FSceneRenderer | static |
| DynamicReadBufferForRayTracing | FSceneRenderer | static |
| DynamicReadBufferForShadows | FSceneRenderer | static |
| DynamicResolutionFractions | FSceneRenderer | |
| DynamicResolutionUpperBounds | FSceneRenderer | |
| EnumerateLinkedViewFamilies(LambdaType &&Lambda, const FSceneViewFamily *ViewFamilyToSkip=nullptr) | FSceneRenderer | inline |
| EnumerateLinkedViews(LambdaType &&Lambda, const FSceneView *ViewToSkip=nullptr) | FSceneRenderer | inline |
| ERendererOutput enum name | FSceneRenderer | protected |
| FamilySize | FSceneRenderer | protected |
| FeatureLevel | FSceneRenderer | |
| FenceOcclusionTests(FRDGBuilder &GraphBuilder) | FSceneRenderer | |
| FGatherShadowPrimitivesPrepareTask | FSceneRenderer | friend |
| FilterDynamicShadows(FDynamicShadowsTaskData &TaskData) | FSceneRenderer | protected |
| FinishDynamicShadowMeshPassSetup(FRDGBuilder &GraphBuilder, FDynamicShadowsTaskData *TaskData) | FSceneRenderer | protected |
| FinishGatherShadowPrimitives(FDynamicShadowsTaskData *TaskData) | FSceneRenderer | protected |
| FinishInitDynamicShadows(FRDGBuilder &GraphBuilder, FDynamicShadowsTaskData *TaskData) | FSceneRenderer | protected |
| FlushCrossGPUFences(FRDGBuilder &GraphBuilder) | FSceneRenderer | |
| FlushCrossGPUTransfers(FRDGBuilder &GraphBuilder) | FSceneRenderer | |
| ForkScreenPercentageInterface(const ISceneViewFamilyScreenPercentage *ScreenPercentageInterface, FSceneViewFamily &ForkedViewFamily) | FSceneRenderer | inlinestatic |
| FRendererModule | FSceneRenderer | friend |
| FSceneRenderer(const FSceneViewFamily *InViewFamily, FHitProxyConsumer *HitProxyConsumer) | FSceneRenderer | |
| FSceneRendererBase() | FSceneRendererBase | inline |
| FSceneRendererBase(FScene &InScene) | FSceneRendererBase | inline |
| FSceneRenderProcessor | FSceneRenderer | friend |
| FVisibilityTaskData | FSceneRenderer | friend |
| FXSystem | FSceneRenderer | protected |
| GatherAndSortLights(FSortedLightSetSceneInfo &OutSortedLights, bool bShadowedLightsInClustered=false) | FSceneRenderer | protected |
| GatherReflectionCaptureLightMeshElements() | FSceneRenderer | protected |
| GatherShadowDynamicMeshElements(FDynamicShadowsTaskData &TaskData) | FSceneRenderer | protected |
| GatherSimpleLights(const FSceneViewFamily &ViewFamily, const TArray< FViewInfo > &Views, FSimpleLightArray &SimpleLights) | FSceneRenderer | protectedstatic |
| GetActiveInstance(FRDGBuilder &GraphBuilder) | FSceneRendererBase | static |
| GetActiveSceneTextures() | FSceneRenderer | inline |
| GetActiveSceneTextures() const | FSceneRenderer | inline |
| GetActiveSceneTexturesConfig() | FSceneRenderer | inline |
| GetActiveSceneTexturesConfig() const | FSceneRenderer | inline |
| GetCachedPreshadow(const FLightPrimitiveInteraction *InParentInteraction, const FProjectedShadowInitializer &Initializer, const FBoxSphereBounds &Bounds, uint32 InResolutionX) | FSceneRenderer | protected |
| GetDeferredShadingSceneRenderer() | FSceneRendererBase | inlinevirtual |
| GetDesiredInternalBufferSize(const FSceneViewFamily &ViewFamily) | FSceneRenderer | static |
| GetGPUSceneDynamicContext() | FSceneRenderer | inline |
| GetLightNameForDrawEvent(const FLightSceneProxy *LightProxy, FString &LightNameWithLevel) | FSceneRenderer | static |
| GetRefractionQuality(const FSceneViewFamily &ViewFamily) | FSceneRenderer | static |
| GetRendererOutput() const | FSceneRenderer | protected |
| GetScene() final override | FSceneRendererBase | inlinevirtual |
| GetSceneExtensionsRenderers() | FSceneRendererBase | inline |
| GetSceneExtensionsRenderers() const | FSceneRendererBase | inline |
| GetSceneUniformBufferRef(FRDGBuilder &GraphBuilder) override final | FSceneRendererBase | inlinevirtual |
| GetSceneUniforms() const final override | FSceneRendererBase | inlinevirtual |
| GetSceneUniforms() final override | FSceneRendererBase | inlinevirtual |
| GetSceneViews() const | FSceneRenderer | inline |
| GetShadowInvalidatingInstancesInterface(const FSceneView *SceneView) override | FSceneRenderer | virtual |
| GetViewFamily() override | FSceneRenderer | inlinevirtual |
| GPUSceneDynamicContext | FSceneRenderer | protected |
| Head | FSceneRenderer | |
| InitDynamicShadows(FRDGBuilder &GraphBuilder, FInstanceCullingManager &InstanceCullingManager) | FSceneRenderer | protected |
| InitFogConstants() | FSceneRenderer | protected |
| InitProjectedShadowVisibility(FDynamicShadowsTaskData &TaskData) | FSceneRenderer | protected |
| InitSceneExtensionsRenderers(const FEngineShowFlags &EngineShowFlags, bool bValidateCallbacks=false) | FSceneRendererBase | inline |
| InitSkyAtmosphereForViews(FRHICommandListImmediate &RHICmdList, FRDGBuilder &GraphBuilder) | FSceneRenderer | protected |
| InitVolumetricCloudsForViews(FRDGBuilder &GraphBuilder, bool bShouldRenderVolumetricCloud, FInstanceCullingManager &InstanceCullingManager) | FSceneRenderer | protected |
| IsHeadLink() const | FSceneRenderer | inline |
| IsLumenEnabled(const FViewInfo &View) const | FSceneRenderer | inlinevirtual |
| IsLumenGIEnabled(const FViewInfo &View) const | FSceneRenderer | inlinevirtual |
| IsRenderingStereo() const | FSceneRenderer | inline |
| LightFunctionAtlas | FSceneRenderer | |
| Link | FSceneRenderer | |
| Next | FSceneRenderer | |
| OcclusionSubmittedFence | FSceneRenderer | static |
| OcclusionTestBoundShaderState | FSceneRenderer | static |
| OnGetOnScreenMessages | FSceneRenderer | |
| OnRenderBegin(FRDGBuilder &GraphBuilder, const FSceneRenderUpdateInputs *SceneUpdateInputs) | FSceneRenderer | protected |
| OnRenderFinish(FRDGBuilder &GraphBuilder, FRDGTextureRef ViewFamilyTexture) | FSceneRenderer | protected |
| PostVisibilityFrameSetup(FILCUpdatePrimTaskData *&OutILCTaskData) | FSceneRenderer | protected |
| PreallocateCrossGPUFences(TConstArrayView< FSceneRenderer * > SceneRenderers) | FSceneRenderer | static |
| PrepareForwardLightData(FRDGBuilder &GraphBuilder, bool bCullLightsToGrid, const FSortedLightSetSceneInfo &SortedLightSet) | FSceneRenderer | protected |
| PrepareViewRectsForRendering() | FSceneRenderer | |
| PreVisibilityFrameSetup(FRDGBuilder &GraphBuilder) | FSceneRenderer | protected |
| QuantizeViewRectMin(const FIntPoint &ViewRectMin) | FSceneRenderer | static |
| Render(FRDGBuilder &GraphBuilder, const FSceneRenderUpdateInputs *SceneUpdateInputs)=0 | FSceneRenderer | pure virtual |
| RenderCapsuleDirectShadows(FRDGBuilder &GraphBuilder, const FLightSceneInfo &LightSceneInfo, FRDGTextureRef ScreenShadowMaskTexture, TArrayView< const FProjectedShadowInfo *const > CapsuleShadows, bool bProjectingForForwardShading) const | FSceneRenderer | protected |
| RenderCapsuleShadowsForMovableSkylight(FRDGBuilder &GraphBuilder, const FViewInfo &View, FRDGTextureRef &BentNormalOutput) const | FSceneRenderer | |
| RenderCustomDepthPass(FRDGBuilder &GraphBuilder, FCustomDepthTextures &CustomDepthTextures, const FSceneTextureShaderParameters &SceneTextures, TConstArrayView< Nanite::FRasterResults > PrimaryNaniteRasterResults, TConstArrayView< Nanite::FPackedView > PrimaryNaniteViews) | FSceneRenderer | protected |
| RenderDistanceFieldAOScreenGrid(FRDGBuilder &GraphBuilder, const FSceneTextures &SceneTextures, const FViewInfo &View, const FDistanceFieldCulledObjectBufferParameters &CulledObjectBufferParameters, FRDGBufferRef ObjectTilesIndirectArguments, const FTileIntersectionParameters &TileIntersectionParameters, const FDistanceFieldAOParameters &Parameters, FRDGTextureRef DistanceFieldNormal, FRDGTextureRef &OutDynamicBentNormalAO) | FSceneRenderer | |
| RenderDistanceFieldLighting(FRDGBuilder &GraphBuilder, const FSceneTextures &SceneTextures, const class FDistanceFieldAOParameters &Parameters, TArray< FRDGTextureRef > &OutDynamicBentNormalAOTextures, bool bModulateToSceneColor, bool bVisualizeAmbientOcclusion, bool bModulateToScreenSpaceAO=false) | FSceneRenderer | |
| RenderHitProxies(FRDGBuilder &GraphBuilder, const FSceneRenderUpdateInputs *SceneUpdateInputs) | FSceneRenderer | inlinevirtual |
| RenderLightFunctionForVolumetricFog(FRDGBuilder &GraphBuilder, FViewInfo &View, const FSceneTextures &SceneTextures, FIntVector VolumetricFogGridSize, float VolumetricFogMaxDistance, FLightSceneInfo *DirectionalLightSceneInfo, FMatrix44f &OutLightFunctionTranslatedWorldToShadow, FRDGTexture *&OutLightFunctionTexture) | FSceneRenderer | |
| RenderLocalLightsForVolumetricFog(FRDGBuilder &GraphBuilder, FViewInfo &View, int32 ViewIndex, bool bUseTemporalReprojection, const struct FVolumetricFogIntegrationParameterData &IntegrationData, const FExponentialHeightFogSceneInfo &FogInfo, FIntVector VolumetricFogGridSize, FVector GridZParams, const FRDGTextureDesc &VolumeDesc, FRDGTextureRef ConservativeDepthTexture, TConstArrayView< const FLightSceneInfo * > LightsToInject, TConstArrayView< const FLightSceneInfo * > RayTracedLightsToInject, FRDGTexture *&OutLocalShadowedLightScattering) | FSceneRenderer | |
| RenderMeshDistanceFieldVisualization(FRDGBuilder &GraphBuilder, const FMinimalSceneTextures &SceneTextures) | FSceneRenderer | protected |
| RenderPlanarReflection(class FPlanarReflectionSceneProxy *ReflectionSceneProxy) | FSceneRenderer | protected |
| RenderShadowDepthMapAtlases(FRDGBuilder &GraphBuilder) | FSceneRenderer | protected |
| RenderShadowDepthMaps(FRDGBuilder &GraphBuilder, FDynamicShadowsTaskData *DynamicShadowsTaskData, FInstanceCullingManager &InstanceCullingManager, FRDGExternalAccessQueue &ExternalAccessQueue) | FSceneRenderer | protected |
| RenderShadowProjections(FRDGBuilder &GraphBuilder, FRDGTextureRef OutputTexture, const FMinimalSceneTextures &SceneTextures, const FLightSceneProxy *LightSceneProxy, TArrayView< const FProjectedShadowInfo *const > Shadows, bool bSubPixelShadow, bool bProjectingForForwardShading) | FSceneRenderer | protected |
| RenderShadowProjections(FRDGBuilder &GraphBuilder, const FMinimalSceneTextures &SceneTextures, FRDGTextureRef ScreenShadowMaskTexture, FRDGTextureRef ScreenShadowMaskSubPixelTexture, const FLightSceneInfo *LightSceneInfo, bool bProjectingForForwardShading) | FSceneRenderer | protected |
| RenderSkyAtmosphere(FRDGBuilder &GraphBuilder, const FMinimalSceneTextures &SceneTextures) | FSceneRenderer | protected |
| RenderSkyAtmosphereEditorNotifications(FRDGBuilder &GraphBuilder, TArrayView< FViewInfo > InViews, FRDGTextureRef SceneColorTexture) const | FSceneRenderer | protected |
| RenderSkyAtmosphereInternal(FRDGBuilder &GraphBuilder, const FSceneTextureShaderParameters &SceneTextures, FSkyAtmosphereRenderContext &SkyRenderContext) | FSceneRenderer | |
| RenderSkyAtmosphereLookUpTables(FRDGBuilder &GraphBuilder, class FSkyAtmospherePendingRDGResources &PendingRDGResources) | FSceneRenderer | protected |
| RenderTargetGPUMask | FSceneRenderer | |
| RenderVelocities(FRDGBuilder &GraphBuilder, TArrayView< FViewInfo > InViews, const FSceneTextures &SceneTextures, EVelocityPass VelocityPass, bool bForceVelocity, bool bBindRenderTarget=true) | FSceneRenderer | protected |
| RenderVolumetricCloud(FRDGBuilder &GraphBuilder, const FMinimalSceneTextures &SceneTextures, bool bSkipVolumetricRenderTarget, bool bSkipPerPixelTracing, FRDGTextureRef HalfResolutionDepthCheckerboardMinMaxTexture, FRDGTextureRef QuarterResolutionDepthMinMaxTexture, bool bAsyncCompute, FInstanceCullingManager &InstanceCullingManager) | FSceneRenderer | protected |
| RenderVolumetricCloudsInternal(FRDGBuilder &GraphBuilder, FCloudRenderContext &CloudRC, FInstanceCullingManager &InstanceCullingManager, const FIntPoint &CloudViewportSize) | FSceneRenderer | |
| Scene | FSceneRendererBase | |
| SetActiveInstance(FRDGBuilder &GraphBuilder, FSceneRendererBase *SceneRenderer) | FSceneRendererBase | static |
| SetStereoViewport(FRHICommandList &RHICmdList, const FViewInfo &View, float ViewportScale=1.0f) | FSceneRenderer | static |
| SetupInteractionShadows(FDynamicShadowsTaskData &TaskData, FLightPrimitiveInteraction *Interaction, FVisibleLightInfo &VisibleLightInfo, bool bStaticSceneOnly, const TArray< FProjectedShadowInfo *, SceneRenderingAllocator > &ViewDependentWholeSceneShadows, TArray< FProjectedShadowInfo *, SceneRenderingAllocator > &PreShadows) | FSceneRenderer | protected |
| SetupMeshPass(FViewInfo &View, FExclusiveDepthStencil::Type BasePassDepthStencilAccess, FViewCommands &ViewCommands, FInstanceCullingManager &InstanceCullingManager) | FSceneRenderer | protected |
| SetupSceneReflectionCaptureBuffer(FRHICommandListImmediate &RHICmdList) | FSceneRenderer | protected |
| SetupVolumetricFog() | FSceneRenderer | |
| ShaderPlatform | FSceneRenderer | |
| ShouldCompositeEditorPrimitives(const FViewInfo &View) | FSceneRenderer | static |
| ShouldDumpMeshDrawCommandInstancingStats() const | FSceneRenderer | inline |
| ShouldRenderNanite() const | FSceneRenderer | inlinevirtual |
| ShouldRenderPrePass() const | FSceneRenderer | inlinevirtual |
| ShouldRenderSkyAtmosphereEditorNotifications(TArrayView< FViewInfo > Views) | FSceneRenderer | protectedstatic |
| ShouldRenderTranslucency() const | FSceneRenderer | protected |
| ShouldRenderTranslucency(ETranslucencyPass::Type TranslucencyPass, TArrayView< FViewInfo > InViews) | FSceneRenderer | protectedstatic |
| ShouldRenderVelocities() const | FSceneRenderer | inlinevirtual |
| ShouldRenderVolumetricFog() const | FSceneRenderer | |
| SortedShadowsForShadowDepthPass | FSceneRenderer | |
| UpdateLightFunctionAtlasTaskFunction() | FSceneRenderer | protected |
| UpdatePreshadowCache() | FSceneRenderer | protected |
| UpdatePrimitiveIndirectLightingCacheBuffers(FRHICommandListBase &RHICmdList) | FSceneRenderer | protected |
| UsedWholeScenePointLightNames | FSceneRenderer | |
| ViewFamily | FSceneRenderer | |
| Views | FSceneRendererBase | |
| VirtualShadowMapArray | FSceneRenderer | |
| VisibleLightInfos | FSceneRenderer | |
| VoxelizeFogVolumePrimitives(FRDGBuilder &GraphBuilder, const FViewInfo &View, const FVolumetricFogIntegrationParameterData &IntegrationData, FIntVector VolumetricFogGridSize, FVector GridZParams, float VolumetricFogDistance, bool bVoxelizeEmissive) | FSceneRenderer | |
| WaitOcclusionTests(FRHICommandListImmediate &RHICmdList) | FSceneRenderer | |
| ~FSceneRenderer() | FSceneRenderer | virtual |
| ~ISceneRenderer()=default | ISceneRenderer | virtual |