#include <SceneCaptureComponent.h>
◆ AddReferencedObjects()
◆ BeginDestroy()
| void USceneCaptureComponent::BeginDestroy |
( |
| ) |
|
|
overridevirtual |
◆ ClearHiddenComponents()
| void USceneCaptureComponent::ClearHiddenComponents |
( |
| ) |
|
◆ ClearShowOnlyComponents()
| void USceneCaptureComponent::ClearShowOnlyComponents |
( |
| ) |
|
Clears the Show Only list.
◆ GetViewOwner()
| virtual const AActor * USceneCaptureComponent::GetViewOwner |
( |
| ) |
const |
|
inlinevirtual |
To leverage a component's bOwnerNoSee/bOnlyOwnerSee properties, the capture view requires an "owner". Override this to set a "ViewActor" for the scene.
◆ GetViewState()
Returns the view state, if any, and allocates one if needed. This function can return NULL, e.g. when bCaptureEveryFrame is false.
◆ HideActorComponents()
| void USceneCaptureComponent::HideActorComponents |
( |
AActor * |
InActor, |
|
|
const bool |
bIncludeFromChildActors = false |
|
) |
| |
Adds all primitive components in the actor to our list of hidden components.
- Parameters
-
| bIncludeFromChildActors | Whether to include the components from child actors |
◆ HideComponent()
| void USceneCaptureComponent::HideComponent |
( |
UPrimitiveComponent * |
InComponent | ) |
|
Adds the component to our list of hidden components.
◆ Is2D()
Whether this component is a USceneCaptureComponent2D
◆ IsCube()
Whether this component is a USceneCaptureComponentCube
◆ IsCulledByDetailMode()
| bool USceneCaptureComponent::IsCulledByDetailMode |
( |
| ) |
const |
|
protected |
◆ IsUnlit()
| bool USceneCaptureComponent::IsUnlit |
( |
| ) |
const |
|
inline |
Returns whether a scene capture doesn't want or need lighting, and can disable several additional rendering features to save performance (see DisableFeaturesForUnlit in ShowFlags.h). Depth or base pass outputs aren't affected by lighting, while SceneColor outputs may be generated with the Lighting flag disabled by the user. FinalColor requires post processing, and so is assumed to require additional features, and can't take advantage of disabling features for unlit.
◆ OnComponentDestroyed()
| void USceneCaptureComponent::OnComponentDestroyed |
( |
bool |
bDestroyingHierarchy | ) |
|
|
overridevirtual |
◆ OnRegister()
| void USceneCaptureComponent::OnRegister |
( |
| ) |
|
|
overridevirtual |
◆ OnUnregister()
| void USceneCaptureComponent::OnUnregister |
( |
| ) |
|
|
overridevirtual |
◆ PostLoad()
| void USceneCaptureComponent::PostLoad |
( |
| ) |
|
|
overridevirtual |
◆ RegisterDelegates()
| void USceneCaptureComponent::RegisterDelegates |
( |
| ) |
|
|
protected |
◆ ReleaseGarbageReferences()
| void USceneCaptureComponent::ReleaseGarbageReferences |
( |
| ) |
|
|
protected |
◆ RemoveShowOnlyActorComponents()
| void USceneCaptureComponent::RemoveShowOnlyActorComponents |
( |
AActor * |
InActor, |
|
|
const bool |
bIncludeFromChildActors = false |
|
) |
| |
Removes an actor's components from the Show Only list.
- Parameters
-
| bIncludeFromChildActors | Whether to remove the components from child actors |
◆ RemoveShowOnlyComponent()
| void USceneCaptureComponent::RemoveShowOnlyComponent |
( |
UPrimitiveComponent * |
InComponent | ) |
|
Removes a component from the Show Only list.
◆ Serialize()
◆ SetCaptureSortPriority()
| void USceneCaptureComponent::SetCaptureSortPriority |
( |
int32 |
NewCaptureSortPriority | ) |
|
Changes the value of TranslucentSortPriority.
◆ SetFrameUpdated()
| bool USceneCaptureComponent::SetFrameUpdated |
( |
| ) |
|
|
inline |
◆ ShowOnlyActorComponents()
| void USceneCaptureComponent::ShowOnlyActorComponents |
( |
AActor * |
InActor, |
|
|
const bool |
bIncludeFromChildActors = false |
|
) |
| |
Adds all primitive components in the actor to our list of show-only components.
- Parameters
-
| bIncludeFromChildActors | Whether to include the components from child actors |
◆ ShowOnlyComponent()
| void USceneCaptureComponent::ShowOnlyComponent |
( |
UPrimitiveComponent * |
InComponent | ) |
|
Adds the component to our list of show-only components.
◆ UnregisterDelegates()
| void USceneCaptureComponent::UnregisterDelegates |
( |
| ) |
|
|
protected |
◆ UpdateDeferredCaptures()
◆ UpdateSceneCaptureContents() [1/2]
◆ UpdateSceneCaptureContents() [2/2]
◆ UpdateShowFlags()
| void USceneCaptureComponent::UpdateShowFlags |
( |
| ) |
|
|
protected |
Update the show flags from our show flags settings (ideally, you'd be able to set this more directly, but currently unable to make FEngineShowFlags a UStruct to use it as a FProperty...)
◆ ProfilingEventName
| FString USceneCaptureComponent::ProfilingEventName |
Name of the profiling event.
◆ ViewStates
The view state holds persistent scene rendering state and enables occlusion culling in scene captures. NOTE: This object is used by the rendering thread. When the game thread attempts to destroy it, FDeferredCleanupInterface will keep the object around until the RT is done accessing it. NOTE: It is not safe to put a FSceneViewStateReference in a TArray, which moves its contents around without calling element constructors during realloc.
The documentation for this class was generated from the following files: