UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
UE::Landscape::Culling Namespace Reference

Classes

struct  FArguments
 
struct  FArgumentsKey
 
class  FBuildLandscapeTileDataCS
 
struct  FCullingEntry
 
struct  FCullingSystem
 
struct  FDispatchIntermediates
 
class  FLandscapeTileDataBuffer
 
class  FLandscapeTileMesh
 
struct  FLumenCVarsState
 
struct  FViewStateIntermediateData
 

Functions

bool UseCulling (EShaderPlatform Platform)
 
FVertexFactoryTypeGetTileVertexFactoryType ()
 
 IMPLEMENT_GLOBAL_SHADER (FBuildLandscapeTileDataCS, "/Engine/Private/Landscape/LandscapeCulling.usf", "BuildLandscapeTileDataCS", SF_Compute)
 
uint32 GetTypeHash (const FArgumentsKey &Key)
 
void PreRenderViewFamily (FSceneViewFamily &InViewFamily)
 
void InitSharedBuffers (FRHICommandListBase &RHICmdList, FLandscapeSharedBuffers &SharedBuffers, const ERHIFeatureLevel::Type InFeatureLevel)
 
void SetupMeshBatch (const FLandscapeSharedBuffers &SharedBuffers, FMeshBatch &MeshBatch)
 
void RegisterLandscape (FRHICommandListBase &RHICmdList, FLandscapeSharedBuffers &SharedBuffers, ERHIFeatureLevel::Type FeatureLevel, uint32 LandscapeKey, int32 SubsectionSizeVerts, int32 NumSubsections)
 
void UnregisterLandscape (uint32 LandscapeKey)
 
void InitMainViews (FRDGBuilder &GraphBuilder, TArrayView< const FSceneView * > Views)
 
void InitShadowViews (FRDGBuilder &GraphBuilder, TArrayView< const FSceneView * > ShadowDepthViews, TArrayView< FViewMatrices > ShadowViewMatrices)
 
bool GetViewArguments (const FSceneView &View, uint32 LandscapeKey, FIntPoint RenderCoord, int32 LODIndex, FArguments &Args)
 

Variables

FCullingSystem GCullingSystem
 

Function Documentation

◆ GetTileVertexFactoryType()

FVertexFactoryType * UE::Landscape::Culling::GetTileVertexFactoryType ( )

◆ GetTypeHash()

uint32 UE::Landscape::Culling::GetTypeHash ( const FArgumentsKey Key)

◆ GetViewArguments()

bool UE::Landscape::Culling::GetViewArguments ( const FSceneView View,
uint32  LandscapeKey,
FIntPoint  RenderCoord,
int32  LODIndex,
FArguments Args 
)

◆ IMPLEMENT_GLOBAL_SHADER()

UE::Landscape::Culling::IMPLEMENT_GLOBAL_SHADER ( FBuildLandscapeTileDataCS  ,
"/Engine/Private/Landscape/LandscapeCulling.usf"  ,
"BuildLandscapeTileDataCS"  ,
SF_Compute   
)

◆ InitMainViews()

void UE::Landscape::Culling::InitMainViews ( FRDGBuilder GraphBuilder,
TArrayView< const FSceneView * >  Views 
)

◆ InitShadowViews()

void UE::Landscape::Culling::InitShadowViews ( FRDGBuilder GraphBuilder,
TArrayView< const FSceneView * >  ShadowDepthViews,
TArrayView< FViewMatrices ShadowViewMatrices 
)

◆ InitSharedBuffers()

void UE::Landscape::Culling::InitSharedBuffers ( FRHICommandListBase RHICmdList,
FLandscapeSharedBuffers SharedBuffers,
const ERHIFeatureLevel::Type  InFeatureLevel 
)

◆ PreRenderViewFamily()

void UE::Landscape::Culling::PreRenderViewFamily ( FSceneViewFamily InViewFamily)

◆ RegisterLandscape()

void UE::Landscape::Culling::RegisterLandscape ( FRHICommandListBase RHICmdList,
FLandscapeSharedBuffers SharedBuffers,
ERHIFeatureLevel::Type  FeatureLevel,
uint32  LandscapeKey,
int32  SubsectionSizeVerts,
int32  NumSubsections 
)

◆ SetupMeshBatch()

void UE::Landscape::Culling::SetupMeshBatch ( const FLandscapeSharedBuffers SharedBuffers,
FMeshBatch MeshBatch 
)

◆ UnregisterLandscape()

void UE::Landscape::Culling::UnregisterLandscape ( uint32  LandscapeKey)

◆ UseCulling()

bool UE::Landscape::Culling::UseCulling ( EShaderPlatform  Platform)

Variable Documentation

◆ GCullingSystem

FCullingSystem UE::Landscape::Culling::GCullingSystem