#include <SceneVisibilityPrivate.h>
◆ FVisibilityTaskData()
◆ ~FVisibilityTaskData()
| FVisibilityTaskData::~FVisibilityTaskData |
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inlineoverride |
◆ Finish()
| void FVisibilityTaskData::Finish |
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overridevirtual |
◆ FinishGatherDynamicMeshElements()
◆ GetComputeRelevanceTask()
Returns the task event representing all compute relevance tasks for all views.
Implements IVisibilityTaskData.
◆ GetFrustumCullTask()
Returns the task event representing all visibility frustum cull jobs for all views.
Implements IVisibilityTaskData.
◆ GetLightVisibilityTask()
Returns the task event representing the light visibility computation.
Implements IVisibilityTaskData.
◆ GetViewCommandsPerView()
Returns the array of view commands associated with the view visibility tasks.
Implements IVisibilityTaskData.
◆ IsTaskWaitingAllowed()
| bool FVisibilityTaskData::IsTaskWaitingAllowed |
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const |
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inlineoverridevirtual |
Returns true if tasks can be waited on from the render thread prior to FinishInit (this is always true after FinishInit).
Implements IVisibilityTaskData.
◆ LaunchVisibilityTasks()
| void FVisibilityTaskData::LaunchVisibilityTasks |
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const UE::Tasks::FTask & |
BeginInitVisibilityPrerequisites | ) |
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◆ ProcessRenderThreadTasks()
| void FVisibilityTaskData::ProcessRenderThreadTasks |
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overridevirtual |
Processes all visibility tasks that must be performed on the render thread.
Implements IVisibilityTaskData.
◆ StartGatherDynamicMeshElements()
| void FVisibilityTaskData::StartGatherDynamicMeshElements |
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inlineoverridevirtual |
[Optional] Call to allow early processing of async GDME tasks when it is safe to do so. Otherwise, this is automatically called from ProcessRenderThreadTasks.
Implements IVisibilityTaskData.
The documentation for this class was generated from the following files: