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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include <SceneView.h>
Inheritance diagram for FSceneViewFamily:Classes | |
| struct | ConstructionValues |
Friends | |
| class | FSceneRenderer |
| class | FViewFamilyInfo |
A set of views into a scene which only have different view transforms and owner actors.
| FSceneViewFamily::FSceneViewFamily | ( | const ConstructionValues & | CVS | ) |
Initialization constructor.
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| FSceneViewFamily::FSceneViewFamily | ( | FSceneViewFamily && | InViewFamily | ) |
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| ENGINE_API EDebugViewShaderMode FSceneViewFamily::ChooseDebugViewShaderMode | ( | ) | const |
| PRAGMA_DISABLE_DEPRECATION_WARNINGS ENGINE_API EDebugViewShaderMode FSceneViewFamily::GetDebugViewShaderMode | ( | ) | const |
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| PRAGMA_ENABLE_DEPRECATION_WARNINGS ERHIFeatureLevel::Type FSceneViewFamily::GetFeatureLevel | ( | ) | const |
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Safely sets the view family's screen percentage interface. This is meant to be set by one of the ISceneViewExtension::BeginRenderViewFamily(). And collision will automatically be detected. If no extension sets it, that is fine since the renderer is going to use an internal default one.
The renderer reserves the right to delete and replace the view family's screen percentage interface for testing purposes with the r.Test.OverrideScreenPercentageInterface CVar.
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| bool FSceneViewFamily::SupportsScreenPercentage | ( | ) | const |
Returns whether the screen percentage show flag is supported or not for this view family.
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| TArray<const FSceneView*> FSceneViewFamily::AllViews |
All views include main camera views and scene capture views.
| bool FSceneViewFamily::bAdditionalViewFamily |
Indicates this view family is an additional one.
| bool FSceneViewFamily::bCurrentlyBeingEdited |
Whether the scene is currently being edited, which can be used to speed up lighting propagation.
| bool FSceneViewFamily::bDeferClear |
Used to defer the back buffer clearing to just before the back buffer is drawn to
Whether this view is the first of multiple view families rendered in a single frame. Setting this correctly helps make better and more consistent streaming decisions. This should be a temporary workaround until we have an API for executing code before/after all view rendering.
| bool FSceneViewFamily::bIsHDR |
When enabled, the post processing will output in HDR space
Whether this is the "main" view family. Should be set to true for the view family of the main editor or game viewport. Affects where rendering occurs for Scene Captures with the "bMainViewFamily" flag set.
| bool FSceneViewFamily::bMultiGPUForkAndJoin |
if true then each view is not rendered using the same GPUMask.
| bool FSceneViewFamily::bOverrideVirtualTextureThrottle |
Whether to disable virtual texture update throttling.
| bool FSceneViewFamily::bRealtimeUpdate |
Indicates whether the view family is updated in realtime.
| bool FSceneViewFamily::bRequireMultiView |
True if scenecolor and depth should be multiview-allocated
| bool FSceneViewFamily::bResolveScene |
if true then results of scene rendering are copied/resolved to the RenderTarget.
Whether this view allows split screen debug – we only want it for editor and game viewports, not other random scene renders
| bool FSceneViewFamily::bWorldIsPaused |
GetWorld->IsPaused() && !Simulate Simulate is excluded as the camera can move which invalidates motionblur
| float FSceneViewFamily::DebugDPIScale = 1.0f |
DPI scale to be used for debugging font.
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mutable |
| FDisplayInternalsData FSceneViewFamily::DisplayInternalsData |
| FEngineShowFlags FSceneViewFamily::EngineShowFlags |
The new show flags for the views (meant to replace the old system).
| FExposureSettings FSceneViewFamily::ExposureSettings |
Editor setting to allow designers to override the automatic expose. 0:Automatic, following indices: -4 .. +4
| uint64 FSceneViewFamily::FrameCounter = 0 |
Copy from main thread GFrameCounter to be accessible on render thread side. GFrameCounter is incremented once per engine tick, so multi views of the same frame have the same value.
| uint32 FSceneViewFamily::FrameNumber |
Copy from main thread GFrameNumber to be accessible on render thread side. UINT_MAX before CreateSceneRenderer() or BeginRenderingViewFamily() was called
| int8 FSceneViewFamily::LandscapeLODOverride |
| FString FSceneViewFamily::ProfileDescription |
| float* FSceneViewFamily::ProfileSceneRenderTime = nullptr |
| const FRenderTarget* FSceneViewFamily::RenderTarget |
The render target which the views are being rendered to.
| const FRenderTarget* FSceneViewFamily::RenderTargetDepth |
| FSceneInterface* FSceneViewFamily::Scene |
The scene being viewed.
| ESceneCaptureCompositeMode FSceneViewFamily::SceneCaptureCompositeMode |
When enabled, the scene capture will composite into the render target instead of overwriting its contents.
| ESceneCaptureSource FSceneViewFamily::SceneCaptureSource |
Which component of the scene rendering should be output to the final render target. If SCS_FinalColorLDR this indicates do nothing.
| ESecondaryScreenPercentageMethod FSceneViewFamily::SecondaryScreenPercentageMethod |
| float FSceneViewFamily::SecondaryViewFraction |
Secondary view fraction to support High DPI monitor still with same primary screen percentage range for temporal upscale to test content consistently in editor no mater of the HighDPI scale.
| TArray<FVector, TInlineAllocator<2> > FSceneViewFamily::StreamingViewOrigins |
Views' origin of the (optional) streaming views. Used for prefetching rendering data ahead of time.
| FGameTime FSceneViewFamily::Time |
The current time.
| TArray<TSharedRef<class ISceneViewExtension, ESPMode::ThreadSafe> > FSceneViewFamily::ViewExtensions |
Extensions that can modify view parameters on the render thread.
| EViewModeIndex FSceneViewFamily::ViewMode |
View mode of the family.
| int32 FSceneViewFamily::ViewModeParam |
| FName FSceneViewFamily::ViewModeParamName |
| TArray<const FSceneView*> FSceneViewFamily::Views |
The views which make up the family.
| int32 FSceneViewFamily::VirtualTextureFeedbackFactor |
Size in pixels of a virtual texture feedback tile.