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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include <PrimitiveViewRelevance.h>
Inheritance diagram for FPrimitiveViewRelevance:Public Member Functions | |
| bool | HasTranslucency () const |
| bool | HasVelocity () const |
| FPrimitiveViewRelevance () | |
| FPrimitiveViewRelevance & | operator|= (const FPrimitiveViewRelevance &B) |
Public Member Functions inherited from FMaterialRelevance | |
| FMaterialRelevance () | |
| FMaterialRelevance & | operator|= (const FMaterialRelevance &B) |
| ENGINE_API void | SetPrimitiveViewRelevance (FPrimitiveViewRelevance &OutViewRelevance) const |
The different types of relevance a primitive scene proxy can declare towards a particular scene view. the class is only storing bits, and has an |= operator
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Default constructor
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Bitwise OR operator. Sets any relevance bits which are present in either.
| uint32 FPrimitiveViewRelevance::bDrawRelevance |
The primitive is drawn.
| uint32 FPrimitiveViewRelevance::bDynamicRelevance |
The primitive's dynamic elements are rendered for the view.
| uint32 FPrimitiveViewRelevance::bEditorNoDepthTestPrimitiveRelevance |
The primitive is drawn only in the editor and composited onto the scene after post processing using no depth testing
| uint32 FPrimitiveViewRelevance::bEditorPrimitiveRelevance |
The primitive is drawn only in the editor and composited onto the scene after post processing
| uint32 FPrimitiveViewRelevance::bEditorStaticSelectionRelevance |
The primitive's static elements are selected and rendered again in the selection outline pass
| uint32 FPrimitiveViewRelevance::bEditorVisualizeLevelInstanceRelevance |
The primitive's elements belong to a LevelInstance which is being edited and rendered again in the visualize LevelInstance pass
| uint32 FPrimitiveViewRelevance::bHasSimpleLights |
The primitive should have GatherSimpleLights called on the proxy when gathering simple lights.
| uint32 FPrimitiveViewRelevance::bInitializedThisFrame |
Whether this primitive view relevance has been initialized this frame.
Primitives that have not had ComputeRelevanceForView called on them (because they were culled) will not be initialized, But we may still need to render them from other views like shadow passes, so this tracks whether we can reuse the cached relevance or not.
| uint32 FPrimitiveViewRelevance::bRenderCustomDepth |
The primitive should render to the custom depth pass.
| uint32 FPrimitiveViewRelevance::bRenderInDepthPass |
The primitive should render to the depth prepass even if it's not rendered in the main pass.
| uint32 FPrimitiveViewRelevance::bRenderInMainPass |
The primitive should render to the base pass / normal depth / velocity rendering.
| uint32 FPrimitiveViewRelevance::bRenderInSecondStageDepthPass |
Whether the primitive should be rendered in the second stage depth only pass.
| uint32 FPrimitiveViewRelevance::bShadowRelevance |
The primitive is casting a shadow.
| uint32 FPrimitiveViewRelevance::bStaticRelevance |
The primitive's static elements are rendered for the view.
| uint32 FPrimitiveViewRelevance::bTranslucentSelfShadow |
Whether the primitive has materials that use volumetric translucent self shadow.
| uint32 FPrimitiveViewRelevance::bUsesLightingChannels |
Whether the primitive uses non-default lighting channels.
| uint32 FPrimitiveViewRelevance::bVelocityRelevance |
The primitive should render velocity.