UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
IRendererModule Class Referenceabstract

#include <RendererInterface.h>

+ Inheritance diagram for IRendererModule:

Public Member Functions

virtual void BeginRenderingViewFamily (FCanvas *Canvas, FSceneViewFamily *ViewFamily)=0
 
virtual void CreateAndInitSingleView (FRHICommandListImmediate &RHICmdList, class FSceneViewFamily *ViewFamily, const struct FSceneViewInitOptions *ViewInitOptions)=0
 
virtual FSceneInterfaceAllocateScene (UWorld *World, bool bInRequiresHitProxies, bool bCreateFXSystem, ERHIFeatureLevel::Type InFeatureLevel)=0
 
virtual void RemoveScene (FSceneInterface *Scene)=0
 
virtual void UpdateStaticDrawLists ()=0
 
virtual void UpdateStaticDrawListsForMaterials (const TArray< const FMaterial * > &Materials)=0
 
virtual class FSceneViewStateInterfaceAllocateViewState (ERHIFeatureLevel::Type FeatureLevel)=0
 
virtual class FSceneViewStateInterfaceAllocateViewState (ERHIFeatureLevel::Type FeatureLevel, FSceneViewStateInterface *ShareOriginTarget)=0
 
virtual uint32 GetNumDynamicLightsAffectingPrimitive (const class FPrimitiveSceneInfo *PrimitiveSceneInfo, const class FLightCacheInterface *LCI)=0
 
virtual void OnWorldCleanup (UWorld *World, bool bSessionEnded, bool bCleanupResources, bool bWorldChanged)=0
 
virtual void InitializeSystemTextures (FRHICommandListImmediate &RHICmdList)=0
 
virtual FSceneUniformBufferCreateSinglePrimitiveSceneUniformBuffer (FRDGBuilder &GraphBuilder, ERHIFeatureLevel::Type FeatureLevel, FMeshBatch &Mesh)=0
 
virtual FSceneUniformBufferCreateSinglePrimitiveSceneUniformBuffer (FRDGBuilder &GraphBuilder, const FViewInfo &SceneView, FMeshBatch &Mesh)=0
 
virtual TRDGUniformBufferRef< FBatchedPrimitiveParametersCreateSinglePrimitiveUniformView (FRDGBuilder &GraphBuilder, ERHIFeatureLevel::Type FeatureLevel, EShaderPlatform ShaderPlatform, FMeshBatch &Mesh)=0
 
virtual TRDGUniformBufferRef< FBatchedPrimitiveParametersCreateSinglePrimitiveUniformView (FRDGBuilder &GraphBuilder, const FViewInfo &SceneView, FMeshBatch &Mesh)=0
 
virtual void DrawTileMesh (FCanvasRenderContext &RenderContext, struct FMeshPassProcessorRenderState &DrawRenderState, const FSceneView &View, FMeshBatch &Mesh, bool bIsHitTesting, const class FHitProxyId &HitProxyId, bool bUse128bitRT=false)=0
 
virtual const TSet< FSceneInterface * > & GetAllocatedScenes ()=0
 
virtual void DebugLogOnCrash ()=0
 
virtual void GPUBenchmark (FSynthBenchmarkResults &InOut, float WorkScale=10.0f)=0
 
virtual void ExecVisualizeTextureCmd (const FString &Cmd)=0
 
virtual void UpdateMapNeedsLightingFullyRebuiltState (UWorld *World)=0
 
virtual void DrawRectangle (FRHICommandList &RHICmdList, float X, float Y, float SizeX, float SizeY, float U, float V, float SizeU, float SizeV, FIntPoint TargetSize, FIntPoint TextureSize, const TShaderRefBase< FShader, FShaderMapPointerTable > &VertexShader, EDrawRectangleFlags Flags=EDRF_Default)=0
 
virtual void RegisterCustomCullingImpl (ICustomCulling *impl)=0
 
virtual void UnregisterCustomCullingImpl (ICustomCulling *impl)=0
 
virtual FDelegateHandle RegisterPostOpaqueRenderDelegate (const FPostOpaqueRenderDelegate &PostOpaqueRenderDelegate)=0
 
virtual void RemovePostOpaqueRenderDelegate (FDelegateHandle PostOpaqueRenderDelegate)=0
 
virtual FDelegateHandle RegisterOverlayRenderDelegate (const FPostOpaqueRenderDelegate &OverlayRenderDelegate)=0
 
virtual void RemoveOverlayRenderDelegate (FDelegateHandle OverlayRenderDelegate)=0
 
 DECLARE_MULTICAST_DELEGATE_TwoParams (FOnResolvedSceneColor, FRDGBuilder &, const FSceneTextures &)
 
virtual FOnResolvedSceneColorGetResolvedSceneColorCallbacks ()=0
 
virtual void PostRenderAllViewports ()=0
 
virtual void PerFrameCleanupIfSkipRenderer ()=0
 
virtual class IMaterialCacheTagProviderGetMaterialCacheTagProvider ()=0
 
virtual IAllocatedVirtualTextureAllocateVirtualTexture (FRHICommandListBase &RHICmdList, const FAllocatedVTDescription &Desc)=0
 
RENDERCORE_API IAllocatedVirtualTextureAllocateVirtualTexture (const FAllocatedVTDescription &Desc)
 
virtual void DestroyVirtualTexture (IAllocatedVirtualTexture *AllocatedVT)=0
 
virtual IAdaptiveVirtualTextureAllocateAdaptiveVirtualTexture (FRHICommandListBase &RHICmdList, const FAdaptiveVTDescription &AdaptiveVTDesc, const FAllocatedVTDescription &AllocatedVTDesc)=0
 
RENDERCORE_API IAdaptiveVirtualTextureAllocateAdaptiveVirtualTexture (const FAdaptiveVTDescription &AdaptiveVTDesc, const FAllocatedVTDescription &AllocatedVTDesc)
 
virtual void DestroyAdaptiveVirtualTexture (IAdaptiveVirtualTexture *AdaptiveVT)=0
 
virtual FVirtualTextureProducerHandle RegisterVirtualTextureProducer (FRHICommandListBase &RHICmdList, const FVTProducerDescription &Desc, IVirtualTexture *Producer)=0
 
RENDERCORE_API FVirtualTextureProducerHandle RegisterVirtualTextureProducer (const FVTProducerDescription &Desc, IVirtualTexture *Producer)
 
virtual void ReleaseVirtualTextureProducer (const FVirtualTextureProducerHandle &Handle)=0
 
virtual void AddVirtualTextureProducerDestroyedCallback (const FVirtualTextureProducerHandle &Handle, FVTProducerDestroyedFunction *Function, void *Baton)=0
 
virtual uint32 RemoveAllVirtualTextureProducerDestroyedCallbacks (const void *Baton)=0
 
virtual void ReleaseVirtualTexturePendingResources ()=0
 
virtual IVirtualTextureFindProducer (const FVirtualTextureProducerHandle &Handle)=0
 
virtual void RequestVirtualTextureTiles (const FVector2D &InScreenSpaceSize, int32 InMipLevel)=0
 
virtual void RequestVirtualTextureTiles (const FMaterialRenderProxy *InMaterialRenderProxy, const FVector2D &InScreenSpaceSize, ERHIFeatureLevel::Type InFeatureLevel)=0
 
virtual void RequestVirtualTextureTiles (IAllocatedVirtualTexture *AllocatedVT, const FVector2D &InScreenSpaceSize, const FVector2D &InViewportPosition, const FVector2D &InViewportSize, const FVector2D &InUV0, const FVector2D &InUV1, int32 InMipLevel)=0
 
virtual void LoadPendingVirtualTextureTiles (FRHICommandListImmediate &RHICmdList, ERHIFeatureLevel::Type FeatureLevel)=0
 
virtual void LockVirtualTextureTiles (FVirtualTextureProducerHandle ProducerHandle, int32 InMipLevel)=0
 
virtual void SetVirtualTextureRequestRecordBuffer (uint64 Handle)=0
 
virtual uint64 GetVirtualTextureRequestRecordBuffer (TSet< uint64 > &OutPageRequests)=0
 
virtual void RequestVirtualTextureTiles (TArray< uint64 > &&InPageRequests)=0
 
virtual void FlushVirtualTextureCache ()=0
 
virtual void FlushVirtualTextureCache (IAllocatedVirtualTexture *AllocatedVT, const FVector2f &InUV0, const FVector2f &InUV1)=0
 
virtual void SyncVirtualTextureUpdates (FRHICommandListImmediate &RHICmdList, ERHIFeatureLevel::Type FeatureLevel)=0
 
virtual void SetNaniteRequestRecordBuffer (uint64 Handle)=0
 
virtual uint64 GetNaniteRequestRecordBuffer (TArray< uint32 > &OutRequestData)=0
 
virtual void RequestNanitePages (TArrayView< uint32 > InRequestData)=0
 
virtual void PrefetchNaniteResource (const Nanite::FResources *Resource, uint32 NumFramesUntilRender)=0
 
virtual void RegisterPersistentViewUniformBufferExtension (IPersistentViewUniformBufferExtension *Extension)=0
 
virtual IScenePrimitiveRenderingContextBeginScenePrimitiveRendering (FRDGBuilder &GraphBuilder, FSceneViewFamily *ViewFamily)=0
 
virtual IScenePrimitiveRenderingContextBeginScenePrimitiveRendering (FRDGBuilder &GraphBuilder, FSceneInterface &Scene)=0
 
virtual void InvalidatePathTracedOutput (PathTracing::EInvalidateReason InvalidateReason=PathTracing::EInvalidateReason::Uncategorized)=0
 
virtual void BeginRenderingViewFamilies (FCanvas *Canvas, TConstArrayView< FSceneViewFamily * > ViewFamilies)=0
 
virtual void ResetSceneTextureExtentHistory ()=0
 
virtual const FViewMatricesGetPreviousViewMatrices (const FSceneView &View)=0
 
virtual const FGlobalDistanceFieldParameterDataGetGlobalDistanceFieldParameterData (const FSceneView &View)=0
 
virtual void RequestStaticMeshUpdate (FPrimitiveSceneInfo *Info)=0
 
virtual void AddMeshBatchToGPUScene (FGPUScenePrimitiveCollector *Collector, FMeshBatch &MeshBatch)=0
 
virtual TUniquePtr< ISceneRenderBuilderCreateSceneRenderBuilder (FSceneInterface *Scene)=0
 
- Public Member Functions inherited from IModuleInterface
virtual ~IModuleInterface ()
 
virtual void StartupModule ()
 
virtual void PreUnloadCallback ()
 
virtual void PostLoadCallback ()
 
virtual void ShutdownModule ()
 
virtual bool SupportsDynamicReloading ()
 
virtual bool SupportsAutomaticShutdown ()
 
virtual bool IsGameModule () const
 

Detailed Description

The public interface of the renderer module.

Member Function Documentation

◆ AddMeshBatchToGPUScene()

virtual void IRendererModule::AddMeshBatchToGPUScene ( FGPUScenePrimitiveCollector Collector,
FMeshBatch MeshBatch 
)
pure virtual

Implemented in FRendererModule.

◆ AddVirtualTextureProducerDestroyedCallback()

virtual void IRendererModule::AddVirtualTextureProducerDestroyedCallback ( const FVirtualTextureProducerHandle Handle,
FVTProducerDestroyedFunction Function,
void Baton 
)
pure virtual

Implemented in FRendererModule.

◆ AllocateAdaptiveVirtualTexture() [1/2]

IAdaptiveVirtualTexture * IRendererModule::AllocateAdaptiveVirtualTexture ( const FAdaptiveVTDescription AdaptiveVTDesc,
const FAllocatedVTDescription AllocatedVTDesc 
)

◆ AllocateAdaptiveVirtualTexture() [2/2]

virtual IAdaptiveVirtualTexture * IRendererModule::AllocateAdaptiveVirtualTexture ( FRHICommandListBase RHICmdList,
const FAdaptiveVTDescription AdaptiveVTDesc,
const FAllocatedVTDescription AllocatedVTDesc 
)
pure virtual

Implemented in FRendererModule.

◆ AllocateScene()

virtual FSceneInterface * IRendererModule::AllocateScene ( UWorld World,
bool  bInRequiresHitProxies,
bool  bCreateFXSystem,
ERHIFeatureLevel::Type  InFeatureLevel 
)
pure virtual

Allocates a new instance of the private FScene implementation for the given world.

Parameters
World- An optional world to associate with the scene.
bInRequiresHitProxies- Indicates that hit proxies should be rendered in the scene.

Implemented in FRendererModule.

◆ AllocateViewState() [1/2]

virtual class FSceneViewStateInterface * IRendererModule::AllocateViewState ( ERHIFeatureLevel::Type  FeatureLevel)
pure virtual

Allocates a new instance of the private scene manager implementation of FSceneViewStateInterface

Implemented in FRendererModule.

◆ AllocateViewState() [2/2]

virtual class FSceneViewStateInterface * IRendererModule::AllocateViewState ( ERHIFeatureLevel::Type  FeatureLevel,
FSceneViewStateInterface ShareOriginTarget 
)
pure virtual

Implemented in FRendererModule.

◆ AllocateVirtualTexture() [1/2]

IAllocatedVirtualTexture * IRendererModule::AllocateVirtualTexture ( const FAllocatedVTDescription Desc)

◆ AllocateVirtualTexture() [2/2]

virtual IAllocatedVirtualTexture * IRendererModule::AllocateVirtualTexture ( FRHICommandListBase RHICmdList,
const FAllocatedVTDescription Desc 
)
pure virtual

Implemented in FRendererModule.

◆ BeginRenderingViewFamilies()

virtual void IRendererModule::BeginRenderingViewFamilies ( FCanvas Canvas,
TConstArrayView< FSceneViewFamily * >  ViewFamilies 
)
pure virtual

Experimental: Render multiple view families in a single scene render call. All families must reference the same FScene. Scene Capture not yet supported.

Implemented in FRendererModule.

◆ BeginRenderingViewFamily()

virtual void IRendererModule::BeginRenderingViewFamily ( FCanvas Canvas,
FSceneViewFamily ViewFamily 
)
pure virtual

Call from the game thread to send a message to the rendering thread to being rendering this view family.

Implemented in FRendererModule.

◆ BeginScenePrimitiveRendering() [1/2]

virtual IScenePrimitiveRenderingContext * IRendererModule::BeginScenePrimitiveRendering ( FRDGBuilder GraphBuilder,
FSceneInterface Scene 
)
pure virtual

Implemented in FRendererModule.

◆ BeginScenePrimitiveRendering() [2/2]

virtual IScenePrimitiveRenderingContext * IRendererModule::BeginScenePrimitiveRendering ( FRDGBuilder GraphBuilder,
FSceneViewFamily ViewFamily 
)
pure virtual

Prepare Scene primitive rendering and return context. Ensures all primitives that are created are commited and GPU-Scene is updated and allocates a dynamic primitive context. The intended use is for stand-alone rendering that involves Scene proxies (that then may need the machinery to render GPU-Scene aware primitives.

Implemented in FRendererModule.

◆ CreateAndInitSingleView()

virtual void IRendererModule::CreateAndInitSingleView ( FRHICommandListImmediate RHICmdList,
class FSceneViewFamily ViewFamily,
const struct FSceneViewInitOptions ViewInitOptions 
)
pure virtual

Call from the render thread to create and initalize a new FViewInfo with the specified options, and add it to the specified view family.

Implemented in FRendererModule.

◆ CreateSceneRenderBuilder()

virtual TUniquePtr< ISceneRenderBuilder > IRendererModule::CreateSceneRenderBuilder ( FSceneInterface Scene)
pure virtual

Implemented in FRendererModule.

◆ CreateSinglePrimitiveSceneUniformBuffer() [1/2]

virtual FSceneUniformBuffer * IRendererModule::CreateSinglePrimitiveSceneUniformBuffer ( FRDGBuilder GraphBuilder,
const FViewInfo SceneView,
FMeshBatch Mesh 
)
pure virtual

Implemented in FRendererModule.

◆ CreateSinglePrimitiveSceneUniformBuffer() [2/2]

virtual FSceneUniformBuffer * IRendererModule::CreateSinglePrimitiveSceneUniformBuffer ( FRDGBuilder GraphBuilder,
ERHIFeatureLevel::Type  FeatureLevel,
FMeshBatch Mesh 
)
pure virtual

Create a Scene Uniform Buffer containing only the scene representation for a single primitive

Implemented in FRendererModule.

◆ CreateSinglePrimitiveUniformView() [1/2]

virtual TRDGUniformBufferRef< FBatchedPrimitiveParameters > IRendererModule::CreateSinglePrimitiveUniformView ( FRDGBuilder GraphBuilder,
const FViewInfo SceneView,
FMeshBatch Mesh 
)
pure virtual

Implemented in FRendererModule.

◆ CreateSinglePrimitiveUniformView() [2/2]

virtual TRDGUniformBufferRef< FBatchedPrimitiveParameters > IRendererModule::CreateSinglePrimitiveUniformView ( FRDGBuilder GraphBuilder,
ERHIFeatureLevel::Type  FeatureLevel,
EShaderPlatform  ShaderPlatform,
FMeshBatch Mesh 
)
pure virtual

Create a Uniform Buffer containing representation for a single primitive. (For platforms that use "UniformView" path)

Implemented in FRendererModule.

◆ DebugLogOnCrash()

virtual void IRendererModule::DebugLogOnCrash ( )
pure virtual

Renderer gets a chance to log some useful crash data

Implemented in FRendererModule.

◆ DECLARE_MULTICAST_DELEGATE_TwoParams()

IRendererModule::DECLARE_MULTICAST_DELEGATE_TwoParams ( FOnResolvedSceneColor  ,
FRDGBuilder ,
const FSceneTextures  
)

Delegate that is called upon resolving scene color.

◆ DestroyAdaptiveVirtualTexture()

virtual void IRendererModule::DestroyAdaptiveVirtualTexture ( IAdaptiveVirtualTexture AdaptiveVT)
pure virtual

Implemented in FRendererModule.

◆ DestroyVirtualTexture()

virtual void IRendererModule::DestroyVirtualTexture ( IAllocatedVirtualTexture AllocatedVT)
pure virtual

Implemented in FRendererModule.

◆ DrawRectangle()

virtual void IRendererModule::DrawRectangle ( FRHICommandList RHICmdList,
float  X,
float  Y,
float  SizeX,
float  SizeY,
float  U,
float  V,
float  SizeU,
float  SizeV,
FIntPoint  TargetSize,
FIntPoint  TextureSize,
const TShaderRefBase< FShader, FShaderMapPointerTable > &  VertexShader,
EDrawRectangleFlags  Flags = EDRF_Default 
)
pure virtual

Draws a quad with the given vertex positions and UVs in denormalized pixel/texel coordinates. The platform-dependent mapping from pixels to texels is done automatically. Note that the positions are affected by the current viewport. NOTE: DrawRectangle should be used in the vertex shader to calculate the correct position and uv for vertices.

X, Y Position in screen pixels of the top left corner of the quad SizeX, SizeY Size in screen pixels of the quad U, V Position in texels of the top left corner of the quad's UV's SizeU, SizeV Size in texels of the quad's UV's TargetSizeX, TargetSizeY Size in screen pixels of the target surface TextureSize Size in texels of the source texture VertexShader The vertex shader used for rendering Flags see EDrawRectangleFlags

◆ DrawTileMesh()

virtual void IRendererModule::DrawTileMesh ( FCanvasRenderContext RenderContext,
struct FMeshPassProcessorRenderState DrawRenderState,
const FSceneView View,
FMeshBatch Mesh,
bool  bIsHitTesting,
const class FHitProxyId HitProxyId,
bool  bUse128bitRT = false 
)
pure virtual

Draws a tile mesh element with the specified view.

◆ ExecVisualizeTextureCmd()

virtual void IRendererModule::ExecVisualizeTextureCmd ( const FString &  Cmd)
pure virtual

Implemented in FRendererModule.

◆ FindProducer()

virtual IVirtualTexture * IRendererModule::FindProducer ( const FVirtualTextureProducerHandle Handle)
pure virtual

Implemented in FRendererModule.

◆ FlushVirtualTextureCache() [1/2]

virtual void IRendererModule::FlushVirtualTextureCache ( )
pure virtual

Evict all data from virtual texture caches.

Implemented in FRendererModule.

◆ FlushVirtualTextureCache() [2/2]

virtual void IRendererModule::FlushVirtualTextureCache ( IAllocatedVirtualTexture AllocatedVT,
const FVector2f InUV0,
const FVector2f InUV1 
)
pure virtual

Evict all data from virtual texture cache for a given allocated virtual texture.

Implemented in FRendererModule.

◆ GetAllocatedScenes()

virtual const TSet< FSceneInterface * > & IRendererModule::GetAllocatedScenes ( )
pure virtual

Implemented in FRendererModule.

◆ GetGlobalDistanceFieldParameterData()

virtual const FGlobalDistanceFieldParameterData * IRendererModule::GetGlobalDistanceFieldParameterData ( const FSceneView View)
pure virtual

Implemented in FRendererModule.

◆ GetMaterialCacheTagProvider()

virtual class IMaterialCacheTagProvider * IRendererModule::GetMaterialCacheTagProvider ( )
pure virtual

Get the shared tag provider, always valid

Implemented in FRendererModule.

◆ GetNaniteRequestRecordBuffer()

virtual uint64 IRendererModule::GetNaniteRequestRecordBuffer ( TArray< uint32 > &  OutRequestData)
pure virtual

Fetch the page requests recorded since the last call to SetNaniteRequestRecordBuffer. Returns the handle that was passed in.

Implemented in FRendererModule.

◆ GetNumDynamicLightsAffectingPrimitive()

virtual uint32 IRendererModule::GetNumDynamicLightsAffectingPrimitive ( const class FPrimitiveSceneInfo PrimitiveSceneInfo,
const class FLightCacheInterface LCI 
)
pure virtual
Returns
The number of lights that affect a primitive.

◆ GetPreviousViewMatrices()

virtual const FViewMatrices & IRendererModule::GetPreviousViewMatrices ( const FSceneView View)
pure virtual

Implemented in FRendererModule.

◆ GetResolvedSceneColorCallbacks()

virtual FOnResolvedSceneColor & IRendererModule::GetResolvedSceneColorCallbacks ( )
pure virtual

Accessor for post scene color resolve delegates

Implemented in FRendererModule.

◆ GetVirtualTextureRequestRecordBuffer()

virtual uint64 IRendererModule::GetVirtualTextureRequestRecordBuffer ( TSet< uint64 > &  OutPageRequests)
pure virtual

Fetch the virtual texture page requests recorded since the last call to SetVirtualTextureRequestRecordBuffer. Returns the handle that was passed in.

Implemented in FRendererModule.

◆ GPUBenchmark()

virtual void IRendererModule::GPUBenchmark ( FSynthBenchmarkResults InOut,
float  WorkScale = 10.0f 
)
pure virtual

Implemented in FRendererModule.

◆ InitializeSystemTextures()

virtual void IRendererModule::InitializeSystemTextures ( FRHICommandListImmediate RHICmdList)
pure virtual

Implemented in FRendererModule.

◆ InvalidatePathTracedOutput()

virtual void IRendererModule::InvalidatePathTracedOutput ( PathTracing::EInvalidateReason  InvalidateReason = PathTracing::EInvalidateReason::Uncategorized)
pure virtual

Mark all the current scenes as needing to restart path tracer accumulation

Implemented in FRendererModule.

◆ LoadPendingVirtualTextureTiles()

virtual void IRendererModule::LoadPendingVirtualTextureTiles ( FRHICommandListImmediate RHICmdList,
ERHIFeatureLevel::Type  FeatureLevel 
)
pure virtual

Ensure that any tiles requested by 'RequestVirtualTextureTiles' are loaded, must be called from render thread

Implemented in FRendererModule.

◆ LockVirtualTextureTiles()

virtual void IRendererModule::LockVirtualTextureTiles ( FVirtualTextureProducerHandle  ProducerHandle,
int32  InMipLevel 
)
pure virtual

Lock all tiles associated with a producer up to and including a given mip level. The mip level is stored on the producer, so that if we call twice then the second call will either lock or unlock tiles to reach the new level. Locked tiles should remain resident once loaded, though there is no guarantee over how quickly they will be loaded. Also if the virtual texture pools are already oversubscribed then we will not be able to satisfy the loading.

Implemented in FRendererModule.

◆ OnWorldCleanup()

virtual void IRendererModule::OnWorldCleanup ( UWorld World,
bool  bSessionEnded,
bool  bCleanupResources,
bool  bWorldChanged 
)
pure virtual

Implemented in FRendererModule.

◆ PerFrameCleanupIfSkipRenderer()

virtual void IRendererModule::PerFrameCleanupIfSkipRenderer ( )
pure virtual

Performs necessary per-frame cleanup. Only use when rendering through scene renderer (i.e. BeginRenderingViewFamily) is skipped

Implemented in FRendererModule.

◆ PostRenderAllViewports()

virtual void IRendererModule::PostRenderAllViewports ( )
pure virtual

Implemented in FRendererModule.

◆ PrefetchNaniteResource()

virtual void IRendererModule::PrefetchNaniteResource ( const Nanite::FResources Resource,
uint32  NumFramesUntilRender 
)
pure virtual

Start prefetching streaming data for Nanite resource that will soon be used for rendering. TODO: Implement callback mechanism

Implemented in FRendererModule.

◆ RegisterCustomCullingImpl()

virtual void IRendererModule::RegisterCustomCullingImpl ( ICustomCulling impl)
pure virtual

Register/unregister a custom occlusion culling implementation

Implemented in FRendererModule.

◆ RegisterOverlayRenderDelegate()

virtual FDelegateHandle IRendererModule::RegisterOverlayRenderDelegate ( const FPostOpaqueRenderDelegate OverlayRenderDelegate)
pure virtual

Implemented in FRendererModule.

◆ RegisterPersistentViewUniformBufferExtension()

virtual void IRendererModule::RegisterPersistentViewUniformBufferExtension ( IPersistentViewUniformBufferExtension Extension)
pure virtual

Implemented in FRendererModule.

◆ RegisterPostOpaqueRenderDelegate()

virtual FDelegateHandle IRendererModule::RegisterPostOpaqueRenderDelegate ( const FPostOpaqueRenderDelegate PostOpaqueRenderDelegate)
pure virtual

Implemented in FRendererModule.

◆ RegisterVirtualTextureProducer() [1/2]

FVirtualTextureProducerHandle IRendererModule::RegisterVirtualTextureProducer ( const FVTProducerDescription Desc,
IVirtualTexture Producer 
)

◆ RegisterVirtualTextureProducer() [2/2]

virtual FVirtualTextureProducerHandle IRendererModule::RegisterVirtualTextureProducer ( FRHICommandListBase RHICmdList,
const FVTProducerDescription Desc,
IVirtualTexture Producer 
)
pure virtual

Implemented in FRendererModule.

◆ ReleaseVirtualTexturePendingResources()

virtual void IRendererModule::ReleaseVirtualTexturePendingResources ( )
pure virtual

Implemented in FRendererModule.

◆ ReleaseVirtualTextureProducer()

virtual void IRendererModule::ReleaseVirtualTextureProducer ( const FVirtualTextureProducerHandle Handle)
pure virtual

Implemented in FRendererModule.

◆ RemoveAllVirtualTextureProducerDestroyedCallbacks()

virtual uint32 IRendererModule::RemoveAllVirtualTextureProducerDestroyedCallbacks ( const void Baton)
pure virtual

Implemented in FRendererModule.

◆ RemoveOverlayRenderDelegate()

virtual void IRendererModule::RemoveOverlayRenderDelegate ( FDelegateHandle  OverlayRenderDelegate)
pure virtual

Implemented in FRendererModule.

◆ RemovePostOpaqueRenderDelegate()

virtual void IRendererModule::RemovePostOpaqueRenderDelegate ( FDelegateHandle  PostOpaqueRenderDelegate)
pure virtual

Implemented in FRendererModule.

◆ RemoveScene()

virtual void IRendererModule::RemoveScene ( FSceneInterface Scene)
pure virtual

Implemented in FRendererModule.

◆ RequestNanitePages()

virtual void IRendererModule::RequestNanitePages ( TArrayView< uint32 InRequestData)
pure virtual

Request Nanite pages that were captured with SetNaniteRequestRecordBuffer. Note that the array will be moved and ownership is taken.

Implemented in FRendererModule.

◆ RequestStaticMeshUpdate()

virtual void IRendererModule::RequestStaticMeshUpdate ( FPrimitiveSceneInfo Info)
pure virtual

Implemented in FRendererModule.

◆ RequestVirtualTextureTiles() [1/4]

virtual void IRendererModule::RequestVirtualTextureTiles ( const FMaterialRenderProxy InMaterialRenderProxy,
const FVector2D InScreenSpaceSize,
ERHIFeatureLevel::Type  InFeatureLevel 
)
pure virtual

Implemented in FRendererModule.

◆ RequestVirtualTextureTiles() [2/4]

virtual void IRendererModule::RequestVirtualTextureTiles ( const FVector2D InScreenSpaceSize,
int32  InMipLevel 
)
pure virtual

Implemented in FRendererModule.

◆ RequestVirtualTextureTiles() [3/4]

virtual void IRendererModule::RequestVirtualTextureTiles ( IAllocatedVirtualTexture AllocatedVT,
const FVector2D InScreenSpaceSize,
const FVector2D InViewportPosition,
const FVector2D InViewportSize,
const FVector2D InUV0,
const FVector2D InUV1,
int32  InMipLevel 
)
pure virtual

Helper function to request loading of tiles for a virtual texture that will be displayed in the UI. It will request only the tiles that will be visible after clipping to the provided viewport.

Parameters
AllocatedVTThe virtual texture.
InScreenSpaceSizeSize on screen at which the texture is to be displayed.
InViewportPositionPosition in the viewport where the texture will be displayed.
InViewportSizeSize of the viewport.
InUV0UV coordinate to use for the top left corner of the texture.
InUV1UV coordinate to use for the bottom right corner of the texture.
InMipLevel[optional] Specific mip level to fetch tiles for.

Implemented in FRendererModule.

◆ RequestVirtualTextureTiles() [4/4]

virtual void IRendererModule::RequestVirtualTextureTiles ( TArray< uint64 > &&  InPageRequests)
pure virtual

Request an array of virtual texture page requests that was captured with SetVirtualTextureRequestRecordBuffer. Note that the array will be moved and ownership is taken.

Implemented in FRendererModule.

◆ ResetSceneTextureExtentHistory()

virtual void IRendererModule::ResetSceneTextureExtentHistory ( )
pure virtual

Resets the scene texture extent history. Call this method after rendering with very large render targets. The next scene render will create them at the requested size.

Implemented in FRendererModule.

◆ SetNaniteRequestRecordBuffer()

virtual void IRendererModule::SetNaniteRequestRecordBuffer ( uint64  Handle)
pure virtual

Allocate a buffer and record all nanite page requests until the next call to either SetNaniteRequestRecordBuffer or GetNaniteRequestRecordBuffer.

Implemented in FRendererModule.

◆ SetVirtualTextureRequestRecordBuffer()

virtual void IRendererModule::SetVirtualTextureRequestRecordBuffer ( uint64  Handle)
pure virtual

Allocate a buffer and record all virtual texture page requests until the next call to either SetVirtualTextureRequestRecordBuffer or GetVirtualTextureRequestRecordBuffer.

Implemented in FRendererModule.

◆ SyncVirtualTextureUpdates()

virtual void IRendererModule::SyncVirtualTextureUpdates ( FRHICommandListImmediate RHICmdList,
ERHIFeatureLevel::Type  FeatureLevel 
)
pure virtual

Do a full virtual texture system update to read and process feedback. This will sync until all outstanding page rendering or streaming is complete.

Implemented in FRendererModule.

◆ UnregisterCustomCullingImpl()

virtual void IRendererModule::UnregisterCustomCullingImpl ( ICustomCulling impl)
pure virtual

Implemented in FRendererModule.

◆ UpdateMapNeedsLightingFullyRebuiltState()

virtual void IRendererModule::UpdateMapNeedsLightingFullyRebuiltState ( UWorld World)
pure virtual

Implemented in FRendererModule.

◆ UpdateStaticDrawLists()

virtual void IRendererModule::UpdateStaticDrawLists ( )
pure virtual

Updates all static draw lists for each allocated scene.

Implemented in FRendererModule.

◆ UpdateStaticDrawListsForMaterials()

virtual void IRendererModule::UpdateStaticDrawListsForMaterials ( const TArray< const FMaterial * > &  Materials)
pure virtual

Updates static draw lists for the given set of materials for each allocated scene.

Implemented in FRendererModule.


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