UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
USceneCaptureComponent Class Reference

#include <SceneCaptureComponent.h>

+ Inheritance diagram for USceneCaptureComponent:

Public Member Functions

virtual ENGINE_API void BeginDestroy () override
 
virtual ENGINE_API void OnComponentDestroyed (bool bDestroyingHierarchy) override
 
virtual ENGINE_API void OnRegister () override
 
ENGINE_API void HideComponent (UPrimitiveComponent *InComponent)
 
ENGINE_API void HideActorComponents (AActor *InActor, const bool bIncludeFromChildActors=false)
 
ENGINE_API void ShowOnlyComponent (UPrimitiveComponent *InComponent)
 
ENGINE_API void ShowOnlyActorComponents (AActor *InActor, const bool bIncludeFromChildActors=false)
 
ENGINE_API void RemoveShowOnlyComponent (UPrimitiveComponent *InComponent)
 
ENGINE_API void RemoveShowOnlyActorComponents (AActor *InActor, const bool bIncludeFromChildActors=false)
 
ENGINE_API void ClearShowOnlyComponents ()
 
ENGINE_API void ClearHiddenComponents ()
 
ENGINE_API void SetCaptureSortPriority (int32 NewCaptureSortPriority)
 
ENGINE_API FSceneViewStateInterfaceGetViewState (int32 ViewIndex)
 
virtual ENGINE_API void Serialize (FArchive &Ar)
 
virtual ENGINE_API void OnUnregister () override
 
virtual ENGINE_API void PostLoad () override
 
virtual const AActorGetViewOwner () const
 
virtual bool Is2D () const
 
virtual bool IsCube () const
 
bool SetFrameUpdated ()
 
virtual void UpdateSceneCaptureContents (FSceneInterface *Scene)
 
virtual void UpdateSceneCaptureContents (FSceneInterface *Scene, class ISceneRenderBuilder &SceneRenderBuilder)
 
bool IsUnlit () const
 

Static Public Member Functions

static ENGINE_API void AddReferencedObjects (UObject *InThis, FReferenceCollector &Collector)
 
static ENGINE_API void UpdateDeferredCaptures (FSceneInterface *Scene)
 

Public Attributes

FString ProfilingEventName
 

Protected Member Functions

ENGINE_API void UpdateShowFlags ()
 
ENGINE_API void RegisterDelegates ()
 
ENGINE_API void UnregisterDelegates ()
 
ENGINE_API void ReleaseGarbageReferences ()
 
ENGINE_API bool IsCulledByDetailMode () const
 

Protected Attributes

TIndirectArray< FSceneViewStateReferenceViewStates
 

Member Function Documentation

◆ AddReferencedObjects()

void USceneCaptureComponent::AddReferencedObjects ( UObject InThis,
FReferenceCollector Collector 
)
static

◆ BeginDestroy()

void USceneCaptureComponent::BeginDestroy ( )
overridevirtual

◆ ClearHiddenComponents()

void USceneCaptureComponent::ClearHiddenComponents ( )

Clears the hidden list.

◆ 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()

FSceneViewStateInterface * USceneCaptureComponent::GetViewState ( int32  ViewIndex)

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
bIncludeFromChildActorsWhether to include the components from child actors

◆ HideComponent()

void USceneCaptureComponent::HideComponent ( UPrimitiveComponent *  InComponent)

Adds the component to our list of hidden components.

◆ Is2D()

virtual bool USceneCaptureComponent::Is2D ( ) const
inlinevirtual

Whether this component is a USceneCaptureComponent2D

◆ IsCube()

virtual bool USceneCaptureComponent::IsCube ( ) const
inlinevirtual

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
bIncludeFromChildActorsWhether to remove the components from child actors

◆ RemoveShowOnlyComponent()

void USceneCaptureComponent::RemoveShowOnlyComponent ( UPrimitiveComponent *  InComponent)

Removes a component from the Show Only list.

◆ Serialize()

void USceneCaptureComponent::Serialize ( FArchive Ar)
virtual

◆ 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
bIncludeFromChildActorsWhether 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()

void USceneCaptureComponent::UpdateDeferredCaptures ( FSceneInterface Scene)
static

◆ UpdateSceneCaptureContents() [1/2]

virtual void USceneCaptureComponent::UpdateSceneCaptureContents ( FSceneInterface Scene)
inlinevirtual

◆ UpdateSceneCaptureContents() [2/2]

virtual void USceneCaptureComponent::UpdateSceneCaptureContents ( FSceneInterface Scene,
class ISceneRenderBuilder SceneRenderBuilder 
)
inlinevirtual

◆ 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...)

Member Data Documentation

◆ ProfilingEventName

FString USceneCaptureComponent::ProfilingEventName

Name of the profiling event.

◆ ViewStates

TIndirectArray<FSceneViewStateReference> USceneCaptureComponent::ViewStates
protected

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: