UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
FPrimitiveViewRelevance Struct Reference

#include <PrimitiveViewRelevance.h>

+ Inheritance diagram for FPrimitiveViewRelevance:

Public Member Functions

bool HasTranslucency () const
 
bool HasVelocity () const
 
 FPrimitiveViewRelevance ()
 
FPrimitiveViewRelevanceoperator|= (const FPrimitiveViewRelevance &B)
 
- Public Member Functions inherited from FMaterialRelevance
 FMaterialRelevance ()
 
FMaterialRelevanceoperator|= (const FMaterialRelevance &B)
 
ENGINE_API void SetPrimitiveViewRelevance (FPrimitiveViewRelevance &OutViewRelevance) const
 

Public Attributes

uint32 bStaticRelevance: 1
 
uint32 bDynamicRelevance: 1
 
uint32 bDrawRelevance: 1
 
uint32 bShadowRelevance: 1
 
uint32 bVelocityRelevance: 1
 
uint32 bRenderCustomDepth: 1
 
uint32 bRenderInDepthPass: 1
 
uint32 bRenderInMainPass: 1
 
uint32 bEditorPrimitiveRelevance: 1
 
uint32 bEditorVisualizeLevelInstanceRelevance: 1
 
uint32 bEditorStaticSelectionRelevance: 1
 
uint32 bEditorNoDepthTestPrimitiveRelevance: 1
 
uint32 bHasSimpleLights: 1
 
uint32 bUsesLightingChannels: 1
 
uint32 bTranslucentSelfShadow: 1
 
uint32 bRenderInSecondStageDepthPass: 1
 
uint32 bInitializedThisFrame: 1
 
- Public Attributes inherited from FMaterialRelevance
union { 
 
   struct { 
 
      uint32   ShadingModelMask: 14 
 
      uint32   SubstrateTileTypeMask: 4 
 
      uint32   SubstrateUintPerPixel: 6 
 
      uint32   SubstrateClosureCountMask: 8 
 
      uint8   CustomDepthStencilUsageMask: 2 
 
      uint8   bOpaque: 1 
 
      uint8   bMasked: 1 
 
      uint8   bDistortion: 1 
 
      uint8   bHairStrands: 1 
 
      uint8   bTwoSided: 1 
 
      uint8   bSeparateTranslucency: 1 
 
      uint8   bTranslucencyModulate: 1 
 
      uint8   bPostMotionBlurTranslucency: 1 
 
      uint8   bNormalTranslucency: 1 
 
      uint8   bUsesSceneColorCopy: 1 
 
      uint8   bOutputsTranslucentVelocity: 1 
 
      uint8   bUsesGlobalDistanceField: 1 
 
      uint8   bUsesWorldPositionOffset: 1 
 
      uint8   bUsesDisplacement: 1 
 
      uint8   bUsesPixelDepthOffset: 1 
 
      uint8   bUsesCustomizedUVs: 1 
 
      uint8   bUsesVertexInterpolator: 1 
 
      uint8   bDecal: 1 
 
      uint8   bTranslucentSurfaceLighting: 1 
 
      uint8   bUsesSceneDepth: 1 
 
      uint8   bUsesSkyMaterial: 1 
 
      uint8   bUsesSingleLayerWaterMaterial: 1 
 
      uint8   bHasVolumeMaterialDomain: 1 
 
      uint8   bUsesDistanceCullFade: 1 
 
      uint8   bDisableDepthTest: 1 
 
      uint8   bUsesAnisotropy: 1 
 
      uint8   bIsLightFunctionAtlasCompatible: 1 
 
      uint8   bSamplesMaterialCache: 1 
 
      uint8   bHasMaterialCacheOutput: 1 
 
      uint8   bUsesFirstPersonInterpolation: 1 
 
   }  
 
   uint64   Raw 
 
};  
 

Detailed Description

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

Constructor & Destructor Documentation

◆ FPrimitiveViewRelevance()

FPrimitiveViewRelevance::FPrimitiveViewRelevance ( )
inline

Default constructor

Member Function Documentation

◆ HasTranslucency()

bool FPrimitiveViewRelevance::HasTranslucency ( ) const
inline

◆ HasVelocity()

bool FPrimitiveViewRelevance::HasVelocity ( ) const
inline

◆ operator|=()

FPrimitiveViewRelevance & FPrimitiveViewRelevance::operator|= ( const FPrimitiveViewRelevance B)
inline

Bitwise OR operator. Sets any relevance bits which are present in either.

Member Data Documentation

◆ bDrawRelevance

uint32 FPrimitiveViewRelevance::bDrawRelevance

The primitive is drawn.

◆ bDynamicRelevance

uint32 FPrimitiveViewRelevance::bDynamicRelevance

The primitive's dynamic elements are rendered for the view.

◆ bEditorNoDepthTestPrimitiveRelevance

uint32 FPrimitiveViewRelevance::bEditorNoDepthTestPrimitiveRelevance

The primitive is drawn only in the editor and composited onto the scene after post processing using no depth testing

◆ bEditorPrimitiveRelevance

uint32 FPrimitiveViewRelevance::bEditorPrimitiveRelevance

The primitive is drawn only in the editor and composited onto the scene after post processing

◆ bEditorStaticSelectionRelevance

uint32 FPrimitiveViewRelevance::bEditorStaticSelectionRelevance

The primitive's static elements are selected and rendered again in the selection outline pass

◆ bEditorVisualizeLevelInstanceRelevance

uint32 FPrimitiveViewRelevance::bEditorVisualizeLevelInstanceRelevance

The primitive's elements belong to a LevelInstance which is being edited and rendered again in the visualize LevelInstance pass

◆ bHasSimpleLights

uint32 FPrimitiveViewRelevance::bHasSimpleLights

The primitive should have GatherSimpleLights called on the proxy when gathering simple lights.

◆ bInitializedThisFrame

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.

◆ bRenderCustomDepth

uint32 FPrimitiveViewRelevance::bRenderCustomDepth

The primitive should render to the custom depth pass.

◆ bRenderInDepthPass

uint32 FPrimitiveViewRelevance::bRenderInDepthPass

The primitive should render to the depth prepass even if it's not rendered in the main pass.

◆ bRenderInMainPass

uint32 FPrimitiveViewRelevance::bRenderInMainPass

The primitive should render to the base pass / normal depth / velocity rendering.

◆ bRenderInSecondStageDepthPass

uint32 FPrimitiveViewRelevance::bRenderInSecondStageDepthPass

Whether the primitive should be rendered in the second stage depth only pass.

◆ bShadowRelevance

uint32 FPrimitiveViewRelevance::bShadowRelevance

The primitive is casting a shadow.

◆ bStaticRelevance

uint32 FPrimitiveViewRelevance::bStaticRelevance

The primitive's static elements are rendered for the view.

◆ bTranslucentSelfShadow

uint32 FPrimitiveViewRelevance::bTranslucentSelfShadow

Whether the primitive has materials that use volumetric translucent self shadow.

◆ bUsesLightingChannels

uint32 FPrimitiveViewRelevance::bUsesLightingChannels

Whether the primitive uses non-default lighting channels.

◆ bVelocityRelevance

uint32 FPrimitiveViewRelevance::bVelocityRelevance

The primitive should render velocity.


The documentation for this struct was generated from the following file: