![]() |
UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
|
Classes | |
| class | FConstantViewRelativeTransformAdjuster |
| struct | FDefaultGizmoMaterialExtraParams |
| class | FSceneViewWrapper |
| class | FSimpleConstantViewScaleAdjuster |
| class | FSubGizmoTransformAdjuster |
| class | ISceneViewInterface |
| class | IViewBasedTransformAdjuster |
Variables | |
| const int32 | GIZMO_TRANSLUCENCY_SORT_PRIORITY = 5000 |
Utility functions for standard GizmoComponent rendering
| float UE::GizmoRenderingUtil::CalculateLocalPixelToWorldScale | ( | const FSceneView * | View, |
| const FVector & | Location, | ||
| const double | InDPIScale = 1.0 |
||
| ) |
| float UE::GizmoRenderingUtil::CalculateLocalPixelToWorldScale | ( | const UE::GizmoRenderingUtil::ISceneViewInterface * | View, |
| const FVector & | Location, | ||
| const bool | bInWithDPIScale = false, |
||
| const TOptional< double > & | InDPIScale = TOptional<double>() |
||
| ) |
| float UE::GizmoRenderingUtil::CalculateViewDependentScaleAndFlatten | ( | const FSceneView * | View, |
| const FVector & | Location, | ||
| const float | Scale, | ||
| FVector & | OutWorldFlattenScale | ||
| ) |
| float UE::GizmoRenderingUtil::CalculateViewDependentScaleAndFlatten | ( | const UE::GizmoRenderingUtil::ISceneViewInterface * | View, |
| const FVector & | Location, | ||
| const float | Scale, | ||
| FVector & | OutWorldFlattenScale | ||
| ) |
| UViewAdjustedStaticMeshGizmoComponent * UE::GizmoRenderingUtil::CreateDefaultMaterialGizmoMeshComponent | ( | UStaticMesh * | Mesh, |
| UGizmoViewContext * | GizmoViewContext, | ||
| UObject * | OwnerComponentOrActor, | ||
| const FLinearColor & | Color, | ||
| bool | bAddHoverMaterial = true |
||
| ) |
Helper that creates a component with the default gizmo material and sets up the component-side properties that are needed for it to properly work (translucency sort priority, etc). This may not be necessary if your component is using some other gizmo material that doesn't require component-side flags.
| UViewAdjustedStaticMeshGizmoComponent * UE::GizmoRenderingUtil::CreateDefaultMaterialGizmoMeshComponent | ( | UStaticMesh * | Mesh, |
| UInteractiveGizmoManager * | GizmoManager, | ||
| UObject * | OwnerComponentOrActor, | ||
| const FLinearColor & | Color, | ||
| bool | bAddHoverMaterial = true |
||
| ) |
Overload that takes a gizmo manager to get the view context from that.
| FLinearColor UE::GizmoRenderingUtil::GetDefaultAxisColor | ( | EAxis::Type | Axis | ) |
Gets a red/green/blue color based on the axis (X, Y, or Z).
| UMaterialInterface * UE::GizmoRenderingUtil::GetDefaultGizmoComponentMaterial | ( | const FLinearColor & | Color, |
| const FDefaultGizmoMaterialExtraParams & | Params, | ||
| UObject * | Outer = nullptr |
||
| ) |
Like the other overload, but with additional parameters.
| UMaterialInterface * UE::GizmoRenderingUtil::GetDefaultGizmoComponentMaterial | ( | const FLinearColor & | Color, |
| UObject * | Outer = nullptr |
||
| ) |
Gets a custom material suitable to use for gizmo components. The material is drawn on top of opaque geometry with dithering for portions behind opaque materials, but uses the custom depth buffer to properly occlude itself. Components using this material should set bRenderCustomDepth to true so they can occlude other gizmo elements. It is also suggested that TranslucencySortPriority be set to something like UE::GizmoRenderingUtil::GIZMO_TRANSLUCENCY_SORT_PRIORITY so that the component is drawn on top of other translucent materials.
| Outer | Object to set as outer for the material instance. Typically can be left as nullptr to use transient package. |
| const int32 UE::GizmoRenderingUtil::GIZMO_TRANSLUCENCY_SORT_PRIORITY = 5000 |