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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include <SceneVisibility.h>
Inheritance diagram for IVisibilityTaskData:Public Member Functions | |
| virtual | ~IVisibilityTaskData () |
| virtual void | StartGatherDynamicMeshElements ()=0 |
| virtual void | ProcessRenderThreadTasks ()=0 |
| virtual void | FinishGatherDynamicMeshElements (FExclusiveDepthStencil::Type BasePassDepthStencilAccess, FInstanceCullingManager &InstanceCullingManager, FVirtualTextureUpdater *VirtualTextureUpdater)=0 |
| virtual void | Finish ()=0 |
| virtual TArrayView< FViewCommands > | GetViewCommandsPerView ()=0 |
| virtual UE::Tasks::FTask | GetFrustumCullTask () const =0 |
| virtual UE::Tasks::FTask | GetComputeRelevanceTask () const =0 |
| virtual UE::Tasks::FTask | GetLightVisibilityTask () const =0 |
| virtual bool | IsTaskWaitingAllowed () const =0 |
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inlinevirtual |
Waits for the task graph and cleans up.
Implemented in FVisibilityTaskData.
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pure virtual |
Called to finish processing of the GDME tasks.
Implemented in FVisibilityTaskData.
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pure virtual |
Returns the task event representing all compute relevance tasks for all views.
Implemented in FVisibilityTaskData.
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pure virtual |
Returns the task event representing all visibility frustum cull jobs for all views.
Implemented in FVisibilityTaskData.
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pure virtual |
Returns the task event representing the light visibility computation.
Implemented in FVisibilityTaskData.
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pure virtual |
Returns the array of view commands associated with the view visibility tasks.
Implemented in FVisibilityTaskData.
Returns true if tasks can be waited on from the render thread prior to FinishInit (this is always true after FinishInit).
Implemented in FVisibilityTaskData.
Processes all visibility tasks that must be performed on the render thread.
Implemented in FVisibilityTaskData.
[Optional] Call to allow early processing of async GDME tasks when it is safe to do so. Otherwise, this is automatically called from ProcessRenderThreadTasks.
Implemented in FVisibilityTaskData.