description:
Reads the viewport's displayed pixels into the given color buffer.
Reads the viewport's displayed pixels into a preallocated color buffer.
True if the read succeeded.

code: bool ReadLinearColorPixels ( [TArray](API\Runtime\Core\Containers\TArray)< [FLinearColor](API\Runtime\Core\Math\FLinearColor) > & OutputBuffer, [FReadSurfaceDataFlags](API\Runtime\RHI\FReadSurfaceDataFlags) InFlags, FIntRect InRect )


description:
Reads the viewport's displayed pixels into a preallocated color buffer.
True if the read succeeded.

module: Engine

code: bool ReadLinearColorPixelsPtr ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) * OutImageBytes, [FReadSurfaceDataFlags](API\Runtime\RHI\FReadSurfaceDataFlags) InFlags, FIntRect InRect )


description:
Reads the viewport's displayed pixels into a preallocated color buffer.
Reads the viewport's displayed pixels into a preallocated color buffer.
True if the read succeeded.

code: bool ReadPixelsPtr ( [FColor](API\Runtime\Core\Math\FColor) * OutImageBytes, [FReadSurfaceDataFlags](API\Runtime\RHI\FReadSurfaceDataFlags) InFlags, FIntRect InSrcRect )


code: bool ReadPixels ( [TArray](API\Runtime\Core\Containers\TArray)< [FColor](API\Runtime\Core\Math\FColor) > & OutImageData, [FReadSurfaceDataFlags](API\Runtime\RHI\FReadSurfaceDataFlags) InFlags, FIntRect InRect )


description: Default constructor

code: FRenderTarget()


description: Destructor

code: virtual ~FRenderTarget()


className: FRenderTarget

description: A render target.

code: class FRenderTarget

RenderTargetTextureRHI

type: FTextureRHIRef


className: FRepActorsCheckpointParams

code: class FRepActorsCheckpointParams

CheckpointMaxUploadTimePerFrame

type: const double


className: Guid

description: The GUID for this custom version number.

code: static const [FGuid](API\Runtime\Core\Misc\FGuid) Guid = FGuid(0x8417998A, 0xBBC043EC, 0x81B3D119, 0x072D2722);


className: Type

code: enum Type { BeforeCustomVersionWasAdded = 0, ReplayInitial = 1, SaveAbsTimeMs = 2, IncreaseBuffer = 3, SaveEngineVersion = 4, ExtraVersion = 5, MultipleLevels = 6, MultipleLvelsTimeChanges, DeletedStartupActors = 8, HeaderFlags = 9, LevelStreamingFixes = 10, SaveFullEngineVersion = 11, HeaderGuid = 12, CharacterMovement = 13, CharacterMovementNoInterp = 14, GuidNameTable = 15, GuidCacheChecksums = 16, SavePackageVersionUE = 17, RecordingMetadata = 18, CustomVersions = 19, VersionPlusOne, LatestVersion = VersionPlusOne - 1, MinSupportedVersion = CharacterMovement, }


className: FReplayCustomVersion

description: Deprecated* Using custom versions instead going forward, seeFReplayCustomVersion

code: struct FReplayCustomVersion


code: void CountBytes ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar ) const


code: FReplayExternalData ( [FBitReader](API\Runtime\Core\Serialization\FBitReader) && InReader, const float InTimeSeconds )


className: FReplayExternalData

code: class FReplayExternalData

Reader

type: FBitReader

TimeSeconds

type: float


className: ECheckpointSaveState

code: enum ECheckpointSaveState { Idle, ProcessCheckpointActors, SerializeDeletedStartupActors, SerializeDeltaDynamicDestroyed, SerializeDeltaClosedChannels, CacheNetGuids, SerializeGuidCache, SerializeNetFieldExportGroupMap, SerializeDemoFrameFromQueuedDemoPackets, Finalize, }


className: EReadPacketState

description: Possible values returned by ReadPacket.

code: enum EReadPacketState { Success, End, Error, }


className: EReadPacketMode

code: enum EReadPacketMode { Default, SkipData, }


className: FOnReplayPlaybackError

code: typedef TBaseDelegate_OneParam< void, const [UE::Net::TNetResult](API\Runtime\NetCore\Net\Core\Connection\TNetResult)< EReplayResult > & > FOnReplayPlaybackError


className: FOnReplayRecordError

code: typedef TBaseDelegate_OneParam< void, const [UE::Net::TNetResult](API\Runtime\NetCore\Net\Core\Connection\TNetResult)< EReplayResult > & > FOnReplayRecordError


code: static constexpr int32 MAX_DEMO_READ_WRITE_BUFFER = 1024 * 2;


code: static constexpr int32 MAX_DEMO_STRING_SERIALIZATION_SIZE = 16 * 1024 * 1024;


code: [FReplayHelper](API\Runtime\Engine\FReplayHelper) & operator= ( const [FReplayHelper](API\Runtime\Engine\FReplayHelper) & )


code: [FReplayHelper](API\Runtime\Engine\FReplayHelper) & operator= ( [FReplayHelper](API\Runtime\Engine\FReplayHelper) && )


description: For collection of GC references

code: void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


description: Do not copy or move this helper instance

code: FReplayHelper ( [FReplayHelper](API\Runtime\Engine\FReplayHelper) && )


code: FReplayHelper ( const [FReplayHelper](API\Runtime\Engine\FReplayHelper) & )


className: FReplayResultHandler

code: class FReplayResultHandler : public [UE::Net::FNetResultHandler](API\Runtime\NetCore\Net\Core\Connection\FNetResultHandler)


className: FReplicatedPhysicsTarget

code: struct FReplicatedPhysicsTarget

AccumulatedErrorSeconds

description: Physics sync error accumulation

ArrivedTimeSeconds

description: Client time when target state arrived

BoneName

type: FName

description: The bone name used to find the body

ErrorHistory

type: FDebugFloatHist...

PhysicsObject

description: Indexof physics object on component

PrevPos

type: FVector

PrevPosTarget

description: Correction values from previous update

ReplicationMode

type: EPhysicsReplica...

description: The replication mode the target should be used with

ServerFrame

description: ServerFrame this target was replicated on (must be converted to local frame prior to client-side use)

TargetState

type: FRigidBodyState

description: The target state replicated by server


className: FReplicatedPhysicsTargetAsync

code: struct FReplicatedPhysicsTargetAsync

AccumulatedErrorSeconds

description: Physics sync error accumulation

bWaiting

type: bool

description: If this target is waiting for up-to-date data?

FrameOffset

description: The frame offset between local client and server

PhysicsObject

description: Indexof physics object on component

PrevPosTarget

description: Correction values from previous update

PrevRotTarget

type: FQuat

RepMode

description: The replication mode this PhysicsObject should use

description: The target state replicated by server

TickCount

description: The amount of simulation ticks this target has been used for


className: FRepMovementNetSerializerConfig

code: struct FRepMovementNetSerializerConfig : public [FNetSerializerConfig](API\Runtime\IrisCore\Iris\Serialization\FNetSerializerConfig)


className: FResolutionPreset

description: Structure holding the details of a preset.

code: struct FResolutionPreset

Name

type: FString


code: static [FResolvedTextureEncodingSettings](API\Runtime\Engine\FResolvedTextureEncodingSettings) const & Get()


className: FResourceMeshInfo

code: struct FResourceMeshInfo

DebugName

type: FDebugName

SegmentMapping

type: TArray< uint32 ...


className: FResolvedTextureEncodingSettings

description: This is the public, thread safe class for accessing the encoding settings. They are filled out as part of the engine class default object init loop during PreInit, and are safe to access at any point during CDO construction as well.

code: struct FResolvedTextureEncodingSettings

bFastUsesRDO

type: uint32:  1

CookUsesSpeed

type: ETextureEncodeS...

FastEffortLevel

type: ETextureEncodeE...

FastUniversalTiling

type: ETextureUnivers...

Project

type: FResolvedTextur...

description: Properties mirrored from UTextureEncodingProjectSettings - look there for documentation

User

description: Properties mirrored from UTextureEncodingUserSettings - look there for documentation


className: FRetargetSourceCachedData

description: Retargeting cached data for a specific Retarget Source

code: struct FRetargetSourceCachedData

CompactPoseIndexToOrientAndScaleIndex

type: TArray< int32 >

description: LUT from CompactPoseIndex to OrientAndScaleIndex

OrientAndScaleData

type: TArray<FOrient...

description: Orient and Scale cached data.


className: FRibbonTypeDataPayload

code: struct FRibbonTypeDataPayload : public [FTrailsBaseTypeDataPayload](API\Runtime\Engine\FTrailsBaseTypeDataPayload)

SourceIndex

description: The source index tracker (particle index, etc.)

Tangent

description: Tangent for the trail segment

Up

description: The 'up' for the segment (render plane)


className: FRiffWaveHeader

description: Data used to parse the wave file formats

code: struct FRiffWaveHeader


description: Get body instance

code: [FBodyInstance](API\Runtime\Engine\PhysicsEngine\FBodyInstance) * GetBodyInstance() const


description: Utility to set up the body collision info from anFBodyInstance

code: void SetFrom ( const [FBodyInstance](API\Runtime\Engine\PhysicsEngine\FBodyInstance) * BodyInst, const FVector & InDeltaVelocity )


className: FRigidBodyCollisionInfo

description: Information about a specific object involved in a rigid body collision

code: struct FRigidBodyCollisionInfo

Actor

type: TWeakObjectPtr<...

description: Actor involved in the collision

BodyIndex

description: Indexof body if this is in a PhysicsAsset. INDEX_NONE otherwise.

BoneName

type: FName

description: Name of bone if a PhysicsAsset

Component

description: Component of Actor involved in the collision.

DeltaVelocity

description: Amount by which the linear velocity at the center of mass of this body has changed in the frame of this contact


className: FRootMotionAsyncData

code: struct FRootMotionAsyncData

AdditiveVelocity

type: FVector

AnimTransform

type: FTransform

TimeAccumulated

type: float


code: int32 CompileWithDefault ( class [FMaterialCompiler](API\Runtime\Engine\FMaterialCompiler) * Compiler, EMaterialProperty Property )


description: ICPPStructOps interface

code: bool Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


className: FScalarMaterialInput

code: struct FScalarMaterialInput : public [FMaterialInput< float >](API\Runtime\Engine\FMaterialInput)


description: Adds a new decal component to the scene

code: void AddDecal ( [UDecalComponent](API\Runtime\Engine\Components\UDecalComponent) * Component )


description: Adds a new exponential height fog component to the scene

code: void AddExponentialHeightFog ( class [UExponentialHeightFogComponent](API\Runtime\Engine\Components\UExponentialHeightFogComponent) * FogComponent )


description: Adds a hair strands proxy to the scene

code: void AddHairStrands ( [FHairStrandsInstance](API\Runtime\Renderer\FHairStrandsInstance) * Proxy )


description: Adds a new light component to the scene

code: void AddLight ( [ULightComponent](API\Runtime\Engine\Components\ULightComponent) * Light )


description: Adds a new local height fog component to the scene

code: void AddLocalHeightFog ( class [FLocalHeightFogSceneProxy](API\Runtime\Engine\FLocalHeightFogSceneProxy) * FogProxy )


code: virtual void AddLumenSceneCard ( class ULumenSceneCardComponent * LumenSceneCardComponent )


description:
Add a pixel inspector request.
True if implemented false otherwise.

code: virtual bool AddPixelInspectorRequest ( class [FPixelInspectorRequest](API\Runtime\RenderCore\FPixelInspectorRequest) * PixelInspectorRequest )


code: virtual void AddPlanarReflection ( class [UPlanarReflectionComponent](API\Runtime\Engine\Components\UPlanarReflectionComponent) * Component )


description: Adds a new light component to the scene which is currently invisible, but needed for editor previewing

code: void AddInvisibleLight ( [ULightComponent](API\Runtime\Engine\Components\ULightComponent) * Light )


code: virtual void AddPrecomputedLightVolume ( const class [FPrecomputedLightVolume](API\Runtime\Engine\FPrecomputedLightVolume) * Volume )


code: virtual void AddPrecomputedVolumetricLightmap ( const class [FPrecomputedVolumetricLightmap](API\Runtime\Engine\FPrecomputedVolumetricLightmap) * Volume, bool bIsPersistentLevel )


description: Adds a new primitive component to the scene

code: void AddPrimitive ( [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * Primitive )


description: Adds a reflection capture to the scene.

code: virtual void AddReflectionCapture ( class [UReflectionCaptureComponent](API\Runtime\Engine\Components\UReflectionCaptureComponent) * Component )


description: Add a runtime virtual texture object to the scene.

code: virtual void AddRuntimeVirtualTexture ( class [URuntimeVirtualTextureComponent](API\Runtime\Engine\Components\URuntimeVirtualTextureComponent) * Component )


description: Adds the unique volumetric cloud component to the scene

code: void AddSkyAtmosphere ( [FSkyAtmosphereSceneProxy](API\Runtime\Engine\FSkyAtmosphereSceneProxy) * SkyAtmosphereSceneProxy, bool bStaticLightingBuilt )


code: void AddSparseVolumeTextureViewer ( FSparseVolumeTextureViewerSceneProxy * SVTV )


description: Adds a SpeedTree wind computation object to the scene.

code: void AddSpeedTreeWind ( class [FVertexFactory](API\Runtime\RenderCore\FVertexFactory) * VertexFactory, const class [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh )


code: void AddVolumetricCloud ( [FVolumetricCloudSceneProxy](API\Runtime\Engine\FVolumetricCloudSceneProxy) * VolumetricCloudSceneProxy )


description: Adds a wind source component to the scene.

code: void AddWindSource ( class [UWindDirectionalSourceComponent](API\Runtime\Engine\Components\UWindDirectionalSourceComponent) * WindComponent )


description: Deprecated* AllocateAndCaptureFrameSkyEnvMap now takes anFRDGExternalAccessQueue

code: virtual void AllocateAndCaptureFrameSkyEnvMap ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, FSceneRenderer & SceneRenderer, FViewInfo & MainView, bool bShouldRenderSkyAtmosphere, bool bShouldRenderVolumetricCloud, FInstanceCullingManager & InstanceCullingManager )


code: virtual void AllocateAndCaptureFrameSkyEnvMap ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, FSceneRenderer & SceneRenderer, FViewInfo & MainView, bool bShouldRenderSkyAtmosphere, bool bShouldRenderVolumetricCloud, FInstanceCullingManager & InstanceCullingManager, [FRDGExternalAccessQueue](API\Runtime\RenderCore\FRDGExternalAccessQueue) & ExternalAccessQueue )


description: Deprecated* This method now accepts a bInsideTick parameter, which specifies whether it's called during the frame Tick.

code: void AllocateReflectionCaptures ( const [TArray](API\Runtime\Core\Containers\TArray)< [UReflectionCaptureComponent](API\Runtime\Engine\Components\UReflectionCaptureComponent) * > & NewCaptures, const TCHAR * CaptureReason, bool bVerifyOnlyCapturing, bool bCapturingForMobile )


description: Allocates reflection captures in the scene's reflection cubemap array and updates them by recapturing the scene. Existing captures will only be updated. Must be called from the game thread.

code: virtual void AllocateReflectionCaptures ( const [TArray](API\Runtime\Core\Containers\TArray)< [UReflectionCaptureComponent](API\Runtime\Engine\Components\UReflectionCaptureComponent) * > & NewCaptures, const TCHAR * CaptureReason, bool bVerifyOnlyCapturing, bool bCapturingForMobile, bool bInsideTick )


description: Shifts scene data by provided delta Called on world origin changes

code: virtual void ApplyWorldOffset ( const FVector & InOffset )


description: Batched versions of Add / Remove / ReleasePrimitive, for improved CPU performance

code: void BatchAddPrimitives ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * > InPrimitives )


code: void BatchReleasePrimitives ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * > InPrimitives )


code: void DisableSkyLight ( [FSkyLightSceneProxy](API\Runtime\Engine\FSkyLightSceneProxy) * Light )


code: void BatchRemovePrimitives ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * > InPrimitives )


code: virtual void EndFrame ( [FRHICommandListImmediate](API\Runtime\RHI\FRHICommandListImmediate) & RHICmdList )


code: void BatchUpdateDecals ( [TArray](API\Runtime\Core\Containers\TArray)< [FDeferredDecalUpdateParams](API\Runtime\Engine\FDeferredDecalUpdateParams) > && UpdateParams )


code: virtual void DumpUnbuiltLightInteractions ( [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar ) const


description: Gets the compute work scheduler objects associated with the scene.

code: virtual void GetComputeTaskWorkers ( [TArray](API\Runtime\Core\Containers\TArray)< class [IComputeTaskWorker](API\Runtime\Engine\IComputeTaskWorker) * > & OutWorkers ) const


description: Exports the scene.

code: virtual void Export ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar ) const


description: Same as GetWindParameters, but ignores point wind sources.

code: void GetDirectionalWindParameters ( FVector & OutDirection, float & OutSpeed, float & OutMinGustAmt, float & OutMaxGustAmt ) const


code: virtual uint32 GetFrameNumber() const


description: Gets the GPU Skin Cache system associated with the scene.

code: virtual [FGPUSkinCache](API\Runtime\Engine\FGPUSkinCache) * GetGPUSkinCache()


description: Get the FX system associated with the scene.


description: Return the IES profile index corresponding to the local light proxy

code: void GetLightIESAtlasSlot ( const [FLightSceneProxy](API\Runtime\Engine\FLightSceneProxy) * Proxy, [FLightRenderParameters](API\Runtime\Engine\FLightRenderParameters) * Out )


description: Get the primitive previous local to world (used for motion blur). Returns true if the matrix was set.

code: virtual bool GetPreviousLocalToWorld ( const [FPrimitiveSceneInfo](API\Runtime\Renderer\FPrimitiveSceneInfo) * PrimitiveSceneInfo, FMatrix & OutPreviousLocalToWorld ) const


description: Finds the primitive with the associated index into the primitive array.

code: [FPrimitiveSceneInfo](API\Runtime\Renderer\FPrimitiveSceneInfo) * GetPrimitiveSceneInfo ( int32 PrimitiveIndex ) const


description: Finds the primitive with the associated component id.

code: [FPrimitiveSceneInfo](API\Runtime\Renderer\FPrimitiveSceneInfo) * GetPrimitiveSceneInfo ( [FPrimitiveComponentId](API\Runtime\Engine\FPrimitiveComponentId) PrimitiveId ) const


code: [FPrimitiveSceneInfo](API\Runtime\Renderer\FPrimitiveSceneInfo) * GetPrimitiveSceneInfo ( const [FPersistentPrimitiveIndex](API\Runtime\Renderer\FPersistentPrimitiveIndex) & PersistentPrimitiveIndex ) const


code: TConstArrayView< [FPrimitiveSceneProxy](API\Runtime\Engine\FPrimitiveSceneProxy) * > GetPrimitiveSceneProxies() const


code: virtual FRayTracingDynamicGeometryCollection * GetRayTracingDynamicGeometryCollection()


description: Retrieves primitive uniform shader parameters that are internal to the renderer.

code: virtual void GetPrimitiveUniformShaderParameters_RenderThread ( const [FPrimitiveSceneInfo](API\Runtime\Renderer\FPrimitiveSceneInfo) * PrimitiveSceneInfo, bool & bHasPrecomputedVolumetricLightmap, FMatrix & PreviousLocalToWorld, int32 & SingleCaptureIndex, bool & OutputVelocity ) const


code: virtual FRayTracingSkinnedGeometryUpdateQueue * GetRayTracingSkinnedGeometryUpdateQueue()


description: Return the rect. light atlas slot information corresponding to the rect light proxy

code: void GetRectLightAtlasSlot ( const [FRectLightSceneProxy](API\Runtime\Engine\FRectLightSceneProxy) * Proxy, [FLightRenderParameters](API\Runtime\Engine\FLightRenderParameters) * Out )


description: Reads back reflection capture data from the GPU. Very slow operation that blocks the GPU and rendering thread many times.

code: virtual void GetReflectionCaptureData ( [UReflectionCaptureComponent](API\Runtime\Engine\Components\UReflectionCaptureComponent) * Component, class [FReflectionCaptureData](API\Runtime\Engine\Engine\FReflectionCaptureData) & OutCaptureData )


description: Retrieves the lights interacting with the passed in primitive and adds them to the out array.

code: void GetRelevantLights ( [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * Primitive, [TArray](API\Runtime\Core\Containers\TArray)< const [ULightComponent](API\Runtime\Engine\Components\ULightComponent) * > * RelevantLights ) const


description: Return the scene to be used for rendering. Note that this can return null if rendering has been disabled!

code: FScene * GetRenderScene()


code: const FScene * GetRenderScene() const


description: Get the bitmasks describing which virtual texture objects will hide the associated primitives.

code: virtual void GetRuntimeVirtualTextureHidePrimitiveMask ( uint8 & bHideMaskEditor, uint8 & bHideMaskGame ) const


description: Returns theFPrimitiveComponentIdfor all primitives in the scene

code: TConstArrayView< [FPrimitiveComponentId](API\Runtime\Engine\FPrimitiveComponentId) > GetScenePrimitiveComponentIds() const


code: EShadingPath GetShadingPath() const


code: static EShadingPath GetShadingPath ( [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) InFeatureLevel )


code: const FSkyAtmosphereRenderSceneInfo * GetSkyAtmosphereSceneInfo() const


description: Returns the scene's unique info if it exists


description: Looks up the SpeedTree uniform buffer for the passed in vertex factory.

code: [FRHIUniformBuffer](API\Runtime\RHI\FRHIUniformBuffer) * GetSpeedTreeUniformBuffer ( const [FVertexFactory](API\Runtime\RenderCore\FVertexFactory) * VertexFactory ) const


code: const FVolumetricCloudRenderSceneInfo * GetVolumetricCloudSceneInfo() const


description: Accesses wind parameters. XYZ will contain wind direction * Strength, W contains wind speed.

code: void GetWindParameters ( const FVector & Position, FVector & OutDirection, float & OutSpeed, float & OutMinGustAmt, float & OutMaxGustAmt ) const


description:
Accesses the wind source list. Must be called in the rendering thread.
The list of wind sources in the scene.

code: const [TArray](API\Runtime\Core\Containers\TArray)< class [FWindSourceSceneProxy](API\Runtime\Engine\FWindSourceSceneProxy) * > & GetWindSources_RenderThread() const


description: Accesses wind parameters safely for game thread applications

code: void GetWindParameters_GameThread ( const FVector & Position, FVector & OutDirection, float & OutSpeed, float & OutMinGustAmt, float & OutMaxGustAmt ) const


description: True if there are any exponential height fog potentially enabled in the scene

code: bool HasAnyExponentialHeightFog() const


description: Get the optionalUWorldthat is associated with this sceneUWorldinstance used by this scene

code: [UWorld](API\Runtime\Engine\Engine\UWorld) * GetWorld() const


description: True if there are any lights in the scene

code: bool HasAnyLights() const


description: True if there are any local height fog potentially enabled in the scene

code: bool HasAnyLocalHeightFog() const


code: virtual void IncrementFrameNumber()


description:
Initialize the pixel inspector buffers.
True if implemented false otherwise.

code: virtual bool InitializePixelInspector ( [FRenderTarget](API\Runtime\Engine\FRenderTarget) * BufferFinalColor, [FRenderTarget](API\Runtime\Engine\FRenderTarget) * BufferSceneColor, [FRenderTarget](API\Runtime\Engine\FRenderTarget) * BufferDepth, [FRenderTarget](API\Runtime\Engine\FRenderTarget) * BufferHDR, [FRenderTarget](API\Runtime\Engine\FRenderTarget) * BufferA, [FRenderTarget](API\Runtime\Engine\FRenderTarget) * BufferBCDEF, int32 BufferIndex )


description: Invalidates Lumen surface cache and forces it to be refreshed. Useful to make material updates more responsive.

code: virtual void InvalidateLumenSurfaceCache_GameThread ( [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * Component )


description: Mark scene as needing to restart path tracer accumulation.


code: virtual bool HasPrecomputedVolumetricLightmap_RenderThread() const


description: Invalidates pages in a runtime virtual texture object.

code: virtual void InvalidateRuntimeVirtualTexture ( class [URuntimeVirtualTextureComponent](API\Runtime\Engine\Components\URuntimeVirtualTextureComponent) * Component, FBoxSphereBounds const & WorldBounds )


code: virtual bool IsEditorScene() const


description: Notification that level was added to a world

code: virtual void OnLevelAddedToWorld ( const [FName](API\Runtime\Core\UObject\FName) & InLevelName, [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, bool bIsLightingScenario )


code: virtual void OnLevelRemovedFromWorld ( const [FName](API\Runtime\Core\UObject\FName) & InLevelName, [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, bool bIsLightingScenario )


code: virtual void ProcessAndRenderIlluminanceMeter ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, [TArrayView](API\Runtime\Core\Containers\TArrayView)< FViewInfo > Views, FRDGTextureRef SceneColorTexture )


code: virtual void RefreshNaniteRasterBins ( [FPrimitiveSceneInfo](API\Runtime\Renderer\FPrimitiveSceneInfo) & PrimitiveSceneInfo )


description: Release this scene and remove it from the rendering thread

code: void Release()


description: Called when a primitive is being unregistered and will not be immediately re-registered.

code: void ReleasePrimitive ( [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * Primitive )


description: Removes a decal component from the scene

code: void RemoveDecal ( [UDecalComponent](API\Runtime\Engine\Components\UDecalComponent) * Component )


code: virtual void ReleaseReflectionCubemap ( [UReflectionCaptureComponent](API\Runtime\Engine\Components\UReflectionCaptureComponent) * CaptureComponent )


description: Removes a exponential height fog component from the scene

code: void RemoveExponentialHeightFog ( class [UExponentialHeightFogComponent](API\Runtime\Engine\Components\UExponentialHeightFogComponent) * FogComponent )


description: Removes a local height fog component from the scene

code: void RemoveLocalHeightFog ( class [FLocalHeightFogSceneProxy](API\Runtime\Engine\FLocalHeightFogSceneProxy) * FogProxy )


description: Removes a light component from the scene

code: void RemoveLight ( [ULightComponent](API\Runtime\Engine\Components\ULightComponent) * Light )


code: virtual void RemoveLumenSceneCard ( class ULumenSceneCardComponent * LumenSceneCardComponent )


code: virtual void RemovePlanarReflection ( class [UPlanarReflectionComponent](API\Runtime\Engine\Components\UPlanarReflectionComponent) * Component )


code: virtual void RemovePrecomputedLightVolume ( const class [FPrecomputedLightVolume](API\Runtime\Engine\FPrecomputedLightVolume) * Volume )


code: virtual void RemovePrecomputedVolumetricLightmap ( const class [FPrecomputedVolumetricLightmap](API\Runtime\Engine\FPrecomputedVolumetricLightmap) * Volume )


description: Removes a reflection capture from the scene.

code: virtual void RemoveReflectionCapture ( class [UReflectionCaptureComponent](API\Runtime\Engine\Components\UReflectionCaptureComponent) * Component )


description: Removes a primitive component from the scene

code: void RemovePrimitive ( [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * Primitive )


description: Removes the unique volumetric cloud component to the scene

code: void RemoveSkyAtmosphere ( [FSkyAtmosphereSceneProxy](API\Runtime\Engine\FSkyAtmosphereSceneProxy) * SkyAtmosphereSceneProxy )


description: Removes a runtime virtual texture object from the scene.

code: virtual void RemoveRuntimeVirtualTexture ( class [URuntimeVirtualTextureComponent](API\Runtime\Engine\Components\URuntimeVirtualTextureComponent) * Component )


description: Removes a hair strands proxy to the scene

code: void RemoveHairStrands ( [FHairStrandsInstance](API\Runtime\Renderer\FHairStrandsInstance) * Proxy )


code: void RemoveSparseVolumeTextureViewer ( FSparseVolumeTextureViewerSceneProxy * SVTV )


description: Removes a SpeedTree wind computation object to the scene.

code: void RemoveSpeedTreeWind_RenderThread ( class [FVertexFactory](API\Runtime\RenderCore\FVertexFactory) * VertexFactory, const class [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh )


code: void RemoveVolumetricCloud ( [FVolumetricCloudSceneProxy](API\Runtime\Engine\FVolumetricCloudSceneProxy) * VolumetricCloudSceneProxy )


description: Removes a wind source component from the scene.

code: void RemoveWindSource ( class [UWindDirectionalSourceComponent](API\Runtime\Engine\Components\UWindDirectionalSourceComponent) * WindComponent )


code: virtual bool RequestGPUSceneUpdate ( [FPrimitiveSceneInfo](API\Runtime\Renderer\FPrimitiveSceneInfo) & PrimitiveSceneInfo, EPrimitiveDirtyState PrimitiveDirtyState )


code: virtual bool RequestUniformBufferUpdate ( [FPrimitiveSceneInfo](API\Runtime\Renderer\FPrimitiveSceneInfo) & PrimitiveSceneInfo )


description:
Indicates if hit proxies should be processed by this scene
true if hit proxies should be rendered in this scene.

code: bool RequiresHitProxies() const


description: Reset the physics field scene proxy

code: void ResetPhysicsField()


description: Sets the FX system associated with the scene.

code: void SetFXSystem ( class [FFXSystemInterface](API\Runtime\Engine\FFXSystemInterface) * InFXSystem )


description: Resets reflection capture data to allow it to be rebuilt from scratch. Allows shrinking of the number of items in the capture array, which otherwise only grows. This can allow the user to solve cases where an out of memory (OOM) condition prevented captures from being generated. The user can remove some items or reduce the capture resolution to fix the issue, and run "Build Reflection Captures" (which calls this function), instead of needing to restart the editor. The flag "bOnlyIfOOM" only does the reset if an OOM had occurred.

code: virtual void ResetReflectionCaptures ( bool bOnlyIfOOM )


description: Set the physics field scene proxy to the scene

code: void SetPhysicsField ( class [FPhysicsFieldSceneProxy](API\Runtime\Engine\PhysicsField\FPhysicsFieldSceneProxy) * PhysicsFieldSceneProxy )


description: Sets the precomputed visibility handler for the scene, or NULL to clear the current one.

code: virtual void SetPrecomputedVisibility ( const class [FPrecomputedVisibilityHandler](API\Runtime\Engine\Engine\FPrecomputedVisibilityHandler) * PrecomputedVisibilityHandler )


code: void SetSkyLight ( [FSkyLightSceneProxy](API\Runtime\Engine\FSkyLightSceneProxy) * Light )


description: Sets the precomputed volume distance field for the scene, or NULL to clear the current one.

code: virtual void SetPrecomputedVolumeDistanceField ( const class [FPrecomputedVolumeDistanceField](API\Runtime\Engine\Engine\FPrecomputedVolumeDistanceField) * PrecomputedVolumeDistanceField )


description: Set the shader print/debug cvars to be able to show the fields

code: void ShowPhysicsField()


code: void UpdateAllPrimitiveSceneInfos ( [FRHICommandListImmediate](API\Runtime\RHI\FRHICommandListImmediate) & RHICmdList )


description: Updates all primitive scene info additions, remobals and translation changes

code: void UpdateAllPrimitiveSceneInfos ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, EUpdateAllPrimitiveSceneInfosAsyncOps AsyncOps )


description: Updates the custom primitive data of a primitive component which has already been added to the scene.

code: void UpdateCustomPrimitiveData ( [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * Primitive )


description: Update render states that possibly cached inside renderer, like mesh draw commands. More lightweight than re-registering the scene proxy.

code: virtual void UpdateCachedRenderStates ( class [FPrimitiveSceneProxy](API\Runtime\Engine\FPrimitiveSceneProxy) * SceneProxy )


code: void UpdateDecalFadeInTime ( [UDecalComponent](API\Runtime\Engine\Components\UDecalComponent) * Component )


code: void UpdateDecalFadeOutTime ( [UDecalComponent](API\Runtime\Engine\Components\UDecalComponent) * Component )


code: virtual void UpdateCachedRayTracingState ( class [FPrimitiveSceneProxy](API\Runtime\Engine\FPrimitiveSceneProxy) * SceneProxy )


description: Updates the transform of a decal which has already been added to the scene.

code: void UpdateDecalTransform ( [UDecalComponent](API\Runtime\Engine\Components\UDecalComponent) * Component )


description: Updates the color and brightness of a light which has already been added to the scene.

code: void UpdateLightColorAndBrightness ( [ULightComponent](API\Runtime\Engine\Components\ULightComponent) * Light )


description: Updates the transform of a light which has already been added to the scene.

code: void UpdateLightTransform ( [ULightComponent](API\Runtime\Engine\Components\ULightComponent) * Light )


code: virtual void UpdateLumenSceneCardTransform ( class ULumenSceneCardComponent * LumenSceneCardComponent )


description: Updates the scene's list of parameter collection id's and their uniform buffers.

code: virtual void UpdateParameterCollections ( const [TArray](API\Runtime\Core\Containers\TArray)< class [FMaterialParameterCollectionInstanceResource](API\Runtime\Engine\FMaterialParameterCollectionInst-) * > & InParameterCollections )


description: Reset the physics field scene proxy

code: void UpdatePhysicsField ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, FViewInfo & View )


description: Deprecated* This method has been refactored to use anFRDGBuilderinstead.

code: virtual void UpdatePhysicsField ( [FRHICommandListImmediate](API\Runtime\RHI\FRHICommandListImmediate) & RHICmdList, FViewInfo & View )


code: virtual void UpdatePlanarReflectionContents ( class [UPlanarReflectionComponent](API\Runtime\Engine\Components\UPlanarReflectionComponent) * CaptureComponent, class FSceneRenderer & MainSceneRenderer )


code: virtual void UpdatePlanarReflectionTransform ( [UPlanarReflectionComponent](API\Runtime\Engine\Components\UPlanarReflectionComponent) * Component )


description: Updates primitive attachment state.

code: void UpdatePrimitiveAttachment ( [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * Primitive )


description: Updates distance field scene data (transforms, uv scale, self-shadow bias, etc.) but doesn't change allocation in the atlas

code: virtual void UpdatePrimitiveDistanceFieldSceneData_GameThread ( [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * Primitive )


description: Updates all the instances that have been updated through the InstanceUpdateCmdBuffer on theUPrimitiveComponent.

code: void UpdatePrimitiveInstances ( [UInstancedStaticMeshComponent](API\Runtime\Engine\Components\UInstancedStaticMeshComponent) * Primitive )


code: void UpdatePrimitiveOcclusionBoundsSlack ( [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * Primitive, float NewSlack )


description: Updates the selected state values that might be cached inside the renderer

code: virtual void UpdatePrimitiveSelectedState_RenderThread ( const [FPrimitiveSceneInfo](API\Runtime\Renderer\FPrimitiveSceneInfo) * PrimitiveSceneInfo, bool bIsSelected )


description: Updates the transform of a primitive which has already been added to the scene.

code: void UpdatePrimitiveTransform ( [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * Primitive )


description: Updates the velocity state values that might be cached inside the renderer

code: virtual void UpdatePrimitiveVelocityState_RenderThread ( [FPrimitiveSceneInfo](API\Runtime\Renderer\FPrimitiveSceneInfo) * PrimitiveSceneInfo, bool bIsBeingMoved )


description: Updates a reflection capture's transform, and then re-captures the scene.

code: virtual void UpdateReflectionCaptureTransform ( class [UReflectionCaptureComponent](API\Runtime\Engine\Components\UReflectionCaptureComponent) * Component )


description: Updates the contents of the given scene capture by rendering the scene. This must be called on the game thread.

code: virtual void UpdateSceneCaptureContents ( class [USceneCaptureComponent2D](API\Runtime\Engine\Components\USceneCaptureComponent2D) * CaptureComponent )


code: virtual void UpdateSceneCaptureContents ( class [USceneCaptureComponentCube](API\Runtime\Engine\Components\USceneCaptureComponentCube) * CaptureComponent )


code: virtual void UpdateSceneSettings ( [AWorldSettings](API\Runtime\Engine\GameFramework\AWorldSettings) * WorldSettings )


description: Updates the contents of the given sky capture by rendering the scene. This must be called on the game thread.

code: virtual void UpdateSkyCaptureContents ( const [USkyLightComponent](API\Runtime\Engine\Components\USkyLightComponent) * CaptureComponent, bool bCaptureEmissiveOnly, [UTextureCube](API\Runtime\Engine\Engine\UTextureCube) * SourceCubemap, [FTexture](API\Runtime\RenderCore\FTexture) * OutProcessedTexture, float & OutAverageBrightness, FSHVectorRGB3 & OutIrradianceEnvironmentMap, [TArray](API\Runtime\Core\Containers\TArray)< [FFloat16Color](API\Runtime\Core\Math\FFloat16Color) > * OutRadianceMap, [FLinearColor](API\Runtime\Core\Math\FLinearColor) * SpecifiedCubemapColorScale )


description: Ticks the SpeedTree wind object and updates the uniform buffer.

code: void UpdateSpeedTreeWind ( double CurrentTime )


description: Updates all static draw lists.

code: virtual void UpdateStaticDrawLists()


description: Update a wind source component from the scene.

code: void UpdateWindSource ( class [UWindDirectionalSourceComponent](API\Runtime\Engine\Components\UWindDirectionalSourceComponent) * WindComponent )


code: virtual void ValidateSkyLightRealTimeCapture ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, const FViewInfo & View, FRDGTextureRef SceneColorTexture )


code: FSceneInterface ( [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) InFeatureLevel )


code: virtual [HHitProxy](API\Runtime\Engine\HHitProxy) * CreateHitProxies ( [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * Component, [TArray](API\Runtime\Core\Containers\TArray)< [TRefCountPtr](API\Runtime\Core\Templates\TRefCountPtr)< [HHitProxy](API\Runtime\Engine\HHitProxy) >> & OutHitProxies )


className: FSceneInterface

description: An interface to the private scene manager implementation of a scene. Use GetRendererModule().AllocateScene to create. The scene

code: class FSceneInterface

FeatureLevel

type: ERHIFeatureLeve...

description: This scene's feature level


description: Called when the rendering thread adds the proxy to the scene. This function allows for generating renderer-side resources. Called in the rendering thread.


description: Draws the primitive's static elements. This is called from the rendering thread once when the scene proxy is created. The static elements will only be rendered if GetViewRelevance declares static relevance.

code: virtual void DrawStaticElements ( [FStaticPrimitiveDrawInterface](API\Runtime\Engine\FStaticPrimitiveDrawInterface) * PDI )


code: virtual FLightInteraction GetInteraction &40; const FLightSceneProxy &42; LightSceneProxy &41; const


code: FMeshInfo &40; const UStaticMeshComponent &42; InComponent &41;


className: FMeshInfo

code: class FMeshInfo : public [FLightCacheInterface](API\Runtime\Engine\FLightCacheInterface)


code: virtual void GetDistanceFieldAtlasData ( const [FDistanceFieldVolumeData](API\Runtime\Engine\FDistanceFieldVolumeData) *& OutDistanceFieldData, float & SelfShadowBias ) const


code: virtual void GetDistanceFieldInstanceData ( [TArray](API\Runtime\Core\Containers\TArray)< [FRenderTransform](API\Runtime\RenderCore\FRenderTransform) > & InstanceLocalToPrimitiveTransforms ) const


description: Gathers the primitive's dynamic mesh elements. This will only be called if GetViewRelevance declares dynamic relevance. This is called from the rendering thread for each set of views that might be rendered. Game thread state like UObjects must have their properties mirrored on the proxy to avoid race conditions. The rendering thread must not dereference UObjects. The gathered mesh elements will be used multiple times, any memory referenced must last as long as the Collector (eg no stack memory should be referenced). This function should not modify the proxy but simply collect a description of things to render. Updates to the proxy need to be pushed from game thread or external events.

code: virtual void GetDynamicMeshElements ( const [TArray](API\Runtime\Core\Containers\TArray)< const [FSceneView](API\Runtime\Engine\FSceneView) * > & Views, const [FSceneViewFamily](API\Runtime\Engine\FSceneViewFamily) & ViewFamily, uint32 VisibilityMap, [FMeshElementCollector](API\Runtime\Engine\FMeshElementCollector) & Collector ) const


description:
Retrieves the instance draw distance range (mostly only used by objects whose instances are culled on the GPU)
bool true if camera distance culling is enabled for this primitive's instances

code: virtual bool GetInstanceDrawDistanceMinMax ( FVector2f & OutDistanceMinMax ) const


description:
Retrieves the per-instance world position offset disable distance
bool true if WPO disable distance is enabled for this primitive's instances

code: virtual bool GetInstanceWorldPositionOffsetDisableDistance ( float & OutWPODisableDistance ) const


code: virtual void GetLCIs ( [FLCIArray](API\Runtime\Engine\FPrimitiveSceneProxy\FLCIArray) & LCIs )


description: Get the lightmap UV coordinate index for this primitive. Used by systems that explicitly fetch lightmap UVs.

code: virtual int32 GetLightMapCoordinateIndex() const


description: Determines the relevance of this primitive's elements to the given light.

code: virtual void GetLightRelevance ( const [FLightSceneProxy](API\Runtime\Engine\FLightSceneProxy) * LightSceneProxy, bool & bDynamic, bool & bRelevant, bool & bLightMapped, bool & bShadowMapped ) const


description: Every derived class should override these functions

code: virtual uint32 GetMemoryFootprint() const


code: virtual const [FCardRepresentationData](API\Runtime\Engine\FCardRepresentationData) * GetMeshCardRepresentation() const


code: virtual void GetNaniteMaterialMask ( FUint32Vector2 & OutMaterialMask ) const


code: virtual void GetNaniteResourceInfo ( uint32 & OutResourceID, uint32 & OutHierarchyOffset, uint32 & OutImposterIndex ) const


code: virtual [FResourceMeshInfo](API\Runtime\Engine\FResourceMeshInfo) GetResourceMeshInfo() const


code: const [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * GetStaticMesh() const


description: Return a type (or subtype) specific hash for sorting purposes

code: virtual SIZE_T GetTypeHash() const


description:
Determines the relevance of this primitive's elements to the given view. Called in the rendering thread.
The relevance of the primitive's elements to the view.

code: virtual [FPrimitiveViewRelevance](API\Runtime\Engine\FPrimitiveViewRelevance) GetViewRelevance ( const [FSceneView](API\Runtime\Engine\FSceneView) * View ) const


code: virtual bool HasDistanceFieldRepresentation() const


code: bool IsCollisionView ( const [FEngineShowFlags](API\Runtime\Engine\FEngineShowFlags) & EngineShowFlags, bool & bDrawSimpleCollision, bool & bDrawComplexCollision ) const


description: Allows child implementations to do render-thread work when bEvaluateWorldPositionOffset changes


description: Called to notify the proxy when its transform has been updated. Called in the thread that owns the proxy; game or rendering.

code: virtual void OnTransformChanged()


code: virtual void SetWorldPositionOffsetDisableDistance_GameThread ( int32 NewValue )


code: FSceneProxy ( const [FMaterialAudit](API\Runtime\Engine\FMaterialAudit) & MaterialAudit, [UStaticMeshComponent](API\Runtime\Engine\Components\UStaticMeshComponent) * Component )


code: FSceneProxy ( const [FMaterialAudit](API\Runtime\Engine\FMaterialAudit) & MaterialAudit, [UInstancedStaticMeshComponent](API\Runtime\Engine\Components\UInstancedStaticMeshComponent) * Component )


code: FSceneProxy ( const [FMaterialAudit](API\Runtime\Engine\FMaterialAudit) & MaterialAudit, [UHierarchicalInstancedStaticMeshComponent](API\Runtime\Engine\Components\UHierarchicalInstancedStaticMesh-) * Component )


className: FSceneProxy

code: class FSceneProxy : public [Nanite::FSceneProxyBase](API\Runtime\Engine\FSceneProxyBase)

CardRepresentationData

type: constFCardRepr...

DistanceFieldData

type: constFDistance...

MeshInfo

type: FMeshInfo

PerInstanceRenderData

type: TSharedPtr<FPe...

description: Per instance render data, could be shared with component

RenderData

type: constFStaticMe...

Resources

type: constFResource...

StaticMesh

type: constUStaticMe...


description: true if the proxy can be culled when occluded by other primitives

code: virtual bool CanBeOccluded() const


code: virtual [HHitProxy](API\Runtime\Engine\HHitProxy) * CreateHitProxies ( [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * Component, [TArray](API\Runtime\Core\Containers\TArray)< [TRefCountPtr](API\Runtime\Core\Templates\TRefCountPtr)< [HHitProxy](API\Runtime\Engine\HHitProxy) >> & OutHitProxies )


code: void DrawStaticElementsInternal ( [FStaticPrimitiveDrawInterface](API\Runtime\Engine\FStaticPrimitiveDrawInterface) * PDI, const [FLightCacheInterface](API\Runtime\Engine\FLightCacheInterface) * LCI )


className: EHitProxyMode

code: enum EHitProxyMode { MaterialSection, PerInstance, }


code: bool IsProgrammableRaster &40; bool bEvaluateWPO &41; const


code: void ResetToDefaultMaterial &40; bool bShading, bool bRaster &41;


className: FMaterialSection

code: struct FMaterialSection

bAlwaysEvaluateWPO

type: uint8:  1

DisplacementScaling

type: FDisplacementSc...

HitProxy

type: HHitProxy*

MaterialRelevance

type: FMaterialReleva...

RasterMaterialProxy

type: FMaterialRender...


description: Nanite always uses LOD 0, and performs custom LOD streaming.

code: virtual uint8 GetCurrentFirstLODIdx_RenderThread() const


code: const TConstArrayView< const [FHitProxyId](API\Runtime\Engine\FHitProxyId) > GetHitProxyIds() const


code: const [TArray](API\Runtime\Core\Containers\TArray)< [FMaterialSection](API\Runtime\Engine\FSceneProxyBase\FMaterialSection) > & GetMaterialSections() const


code: [TArray](API\Runtime\Core\Containers\TArray)< [FMaterialSection](API\Runtime\Engine\FSceneProxyBase\FMaterialSection) > & GetMaterialSections()


code: uint32 GetRayTracingDataOffset() const


code: void SetRayTracingDataOffset ( uint32 InRayTracingDataOffset )


code: void SetRayTracingId ( uint32 InRayTracingId )


code: bool HasProgrammableRaster() const


code: void UpdateMaterialDynamicDataUsage()


code: FSceneProxyBase ( [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * Component )


className: FSceneProxyBase

code: class FSceneProxyBase : public [FPrimitiveSceneProxy](API\Runtime\Engine\FPrimitiveSceneProxy)

FilterFlags

type: EFilterFlags

HitProxyIds

type: TArray<FHitPro...

HitProxyMode

type: EHitProxyMode

MaterialSections

type: TArray<FMateri...


code: void BuildSceneColorAndDepthFlags()


description: Gets the persistent global config instance. If unset, will return a default constructed instance.

code: static const [FSceneTexturesConfig](API\Runtime\Engine\FSceneTexturesConfig) & Get()


code: uint32 GetGBufferRenderTargetsInfo ( [FGraphicsPipelineRenderTargetsInfo](API\Runtime\RHI\FGraphicsPipelineRenderTargetsIn-) & RenderTargetsInfo, EGBufferLayout Layout ) const


code: void Init ( const [FSceneTexturesConfigInitSettings](API\Runtime\Engine\FSceneTexturesConfigInitSettings) & InitSettings )


description: Sets the persistent global config instance.

code: static void Set ( const [FSceneTexturesConfig](API\Runtime\Engine\FSceneTexturesConfig) & Config )


code: void SetupMobileGBufferFlags ( bool bRequiresMultiPass )


className: FSceneTexturesConfigInitSettings

code: struct FSceneTexturesConfigInitSettings

bRequireMultiView

type: bool

Extent

type: FIntPoint

ExtraSceneColorCreateFlags

type: ETextureCreateF...

FeatureLevel

type: ERHIFeatureLeve...


className: FSceneTexturesConfig

description: Struct containing the scene texture configuration used to create scene textures. Use InitializeViewFamily to initialize the SceneTexturesConfig structure in the FViewFamilyInfo. A global singleton instance is maintained manually with static Set / Get functions, but will soon be deprecated, in preference of using the structure from the FViewFamilyInfo.

code: struct FSceneTexturesConfig

bIsUsingGBuffers

type: uint32:  1

description: True if platform is using GBuffers.

bKeepDepthContent

description: (Mobile) True if the platform should write depth content back to memory.

bMemorylessMSAA

description: (Mobile) True if MSAA targets can be memoryless

bPreciseDepthAux

description: (Mobile) True if SceneDepthAux should use a precise pixel format

bRequireMultiView

description: (VR) True if scene color and depth should be multi-view allocated.

bRequiresAlphaChannel

description: True if we require an alpha channel for scene color.

bSamplesCustomStencil

description: (Mobile) True if CustomStencil are sampled in a shader

bSupportsXRTargetManagerDepthAlloc

description: (XR) True if we can request an XR depth swapchain

ColorClearValue

type: FClearValueBind...

description: Optimized clear values to use for color / depth textures.

ColorCreateFlags

description: Create flags when creating scene color / depth textures.

ColorFormat

type: EPixelFormat

description: Pixel format to use when creating scene color.

EditorPrimitiveNumSamples

description: Number of MSAA sampled used by the editor primitive composition targets.

Extent

description: Extent of all full-resolution textures.

Extracts

type: ESceneTextureEx...

description: Extractions to queue for after execution of the render graph.

ExtraSceneColorCreateFlags

description: Flags passed in from initializer.

GBufferBindings

type: FGBufferBinding...

GBufferParams

type: FGBufferParams[...

description: (Deferred Shading) Dynamic GBuffer configuration used to control allocation and slotting of base pass textures.

MobilePixelProjectedReflectionExtent

description: Extend of the mobile Pixel Projected Reflection texture.

NumSamples

description: Number of MSAA samples used by color and depth targets.

ShaderPlatform

type: EShaderPlatform

ShadingPath

type: EShadingPath

description: Enums describing the shading / feature / platform configurations used to construct the config.

SmallDepthDownsampleFactor

description: Downsample factors to divide against the full resolution texture extent.


code: static FUniformBufferRHIRef CreateUniformBuffer ( const [FSceneTextureShaderParameters](API\Runtime\Engine\FSceneTextureShaderParameters) & InContents, EUniformBufferUsage InUsage )


className: bIsStoredInConstantBuffer

code: static bIsStoredInConstantBuffer = true;


className: FileLine

code: static FileLine = builtin_LINE();


className: FileName

code: static FileName = builtin_FILE();


className: NumElements

code: static NumElements = 0;


code: static const FShaderParametersMetadata &42; GetStructMetadata&40;&41;


className: zzMemberFunc

code: typedef zzFuncPtr(* zzMemberFunc


className: FSceneTextureShaderParameters

code: class FSceneTextureShaderParameters

MobileSceneTextures

type: TShaderParamete...


code: static FUniformBufferRHIRef CreateUniformBuffer ( const [FSceneTextureUniformParameters](API\Runtime\Engine\FSceneTextureUniformParameters) & InContents, EUniformBufferUsage InUsage )


code: static const [FShaderParametersMetadata](API\Runtime\RenderCore\FShaderParametersMetadata) * GetStructMetadata()


className: zzMemberIdCustomDepthTexture

description: Custom Depth / Stencil.


className: zzMemberIdGBufferATexture

description: GBuffer.


className: zzMemberIdPointClampSampler

description: Misc.


className: zzMemberIdSceneColorTexture

description: Scene Color / Depth / Partial Depth.


className: zzMemberIdScenePartialDepthTexture


className: zzMemberIdScreenSpaceAOTexture

description: SSAO.


className: FSceneTextureUniformParameters

code: class FSceneTextureUniformParameters

CustomDepthTexture

type: TShaderResource...


code: bool AllowGPUParticleUpdate() const


description: Configure post process settings for the buffer visualization system


description: Configure post process settings for calibration material


description: Transforms a cursor location in render target pixel coordinates into the view's screen-space, taking into account the viewport rectangle.

code: FVector4 CursorToScreen ( float X, float Y, float Z ) const


description: Transforms a point from the view's screen-space into world coordinates multiplies X, Y, Z by W before transforming.

code: FVector Deproject ( const FPlane & ScreenPoint ) const


description: Transforms 2D screen coordinates into a 3D world-space origin and direction

code: void DeprojectFVector2D ( const FVector2D & ScreenPos, FVector & out_WorldOrigin, FVector & out_WorldDirection ) const


description: Overload to take a single combined view projection matrix.

code: static void DeprojectScreenToWorld ( const FVector2D & ScreenPos, const FIntRect & ViewRect, const FMatrix & InvViewProjMatrix, FVector & out_WorldOrigin, FVector & out_WorldDirection )


code: static void DeprojectScreenToWorld ( const FVector2D & ScreenPos, const FIntRect & ViewRect, const FMatrix & InvViewMatrix, const FMatrix & InvProjMatrix, FVector & out_WorldOrigin, FVector & out_WorldDirection )


description: Applied global restrictions from show flags

code: void EndFinalPostprocessSettings ( const [FSceneViewInitOptions](API\Runtime\Engine\FSceneViewInitOptions) & ViewInitOptions )


description: Returns the distance field temporal sample index or 0 if there is no view state


code: const [FConvexVolume](API\Runtime\Engine\FConvexVolume) * GetDynamicMeshElementsShadowCullFrustum() const


description: Returns the eye adaptation buffer or null if it doesn't exist.

code: [FRDGPooledBuffer](API\Runtime\RenderCore\FRDGPooledBuffer) * GetEyeAdaptationBuffer() const


description: Deprecated* UseGetEyeAdaptationBuffer()instead.

code: [IPooledRenderTarget](API\Runtime\RenderCore\IPooledRenderTarget) * GetEyeAdaptationTexture() const


description: Get the feature level for this view (cached from the scene so this is not different per view)


description: Get the first secondary view associated with the primary view.

code: const [FSceneView](API\Runtime\Engine\FSceneView) * GetInstancedSceneView() const


description: Returns uniform buffer that is used to access (first) instanced view's properties. Note: it is not the same as that view's ViewUniformBuffer, albeit it contains all relevant data from it.

code: const [TUniformBufferRef](API\Runtime\RenderCore\TUniformBufferRef)< [FInstancedViewUniformShaderParameters](API\Runtime\Engine\FInstancedViewUniformShaderParam-) > & GetInstancedViewUniformBuffer() const


description: Returns the eye adaptation exposure or 0.0f if it doesn't exist.


description: Returns a the occlusion frame counter or MAX_uint32 if there is no view state

code: uint32 GetOcclusionFrameCounter() const


description: Returns the load action to use when overwriting all pixels of a target that you intend to read from. Takes into account the HMD hidden area mesh.


code: const FVector & GetPreShadowTranslation() const


description: Get the primary view associated with the secondary view.

code: const [FSceneView](API\Runtime\Engine\FSceneView) * GetPrimarySceneView() const


code: FVector4f GetScreenPositionScaleBias ( const FIntPoint & BufferSize, const FIntRect & ViewRect ) const


description: Get all secondary views associated with the primary view.

code: [TArray](API\Runtime\Core\Containers\TArray)< const [FSceneView](API\Runtime\Engine\FSceneView) * > GetSecondaryViews() const


description: Get the feature level for this view


description: Instance factor for a stereo pass (normally 2 for ISR views, but seeIStereoRendering::GetDesiredNumberOfViews()). Returns 1 for non-instanced stereo views or regular (split screen etc) views.


description:
Returns the location used as the origin for LOD computations
LOD origin

code: FVector GetTemporalLODOrigin ( int32 Index, bool bUseLaggedLODTransition ) const


description: Returns the blend factor between the last two LOD samples

code: float GetTemporalLODTransition() const


description: Tells if the eye adaptation buffer exists without attempting to allocate it.


description: Deprecated* UseHasValidEyeAdaptationBuffer()instead.


description: True if the view should render as an instanced stereo pass

code: bool IsInstancedStereoPass() const


description: Checks whether this is the instanced view of a stereo pair. If the technique supports instanced rendering stereo and ISR is enabled, such views can be skipped.

code: bool IsInstancedSceneView() const


description: true:perspective, false:orthographic

code: bool IsPerspectiveProjection() const


description: Returns a unique key for the view state if one exists, otherwise returns zero

code: uint32 GetViewKey() const


description: Checks whether this is the primary view of a stereo pair (important in instanced stereo rendering). Will also be true for any view that isn't stereo.

code: bool IsPrimarySceneView() const


description: Custom layers can be combined with the existing settings

code: void OverridePostProcessSettings ( const [FPostProcessSettings](API\Runtime\Engine\Engine\FPostProcessSettings) & Src, float Weight )


description: Transforms a point from pixel coordinates relative to the view's X,Y (left, top) into the view's screen-space.

code: FVector4 PixelToScreen ( float X, float Y, float Z ) const


description: Transforms a point from pixel coordinates relative to the view's X,Y (left, top) into the view's world-space.

code: FVector4 PixelToWorld ( float X, float Y, float Z ) const


description: Transforms a point from the view's world-space into the view's screen-space. Divides the resulting X, Y, Z by W before returning.

code: FPlane Project ( const FVector & WorldPoint ) const


description: Transforms 3D world-space origin into 2D screen coordinates

code: static bool ProjectWorldToScreen ( const FVector & WorldPosition, const FIntRect & ViewRect, const FMatrix & ViewProjectionMatrix, FVector2D & out_ScreenPos )


description: Transforms a point from the view's screen-space into pixel coordinates relative to the view's X,Y.

code: bool ScreenToPixel ( const FVector4 & ScreenPoint, FVector2D & OutPixelLocation ) const


description: Transforms a point from the view's screen-space to world-space.

code: FVector ScreenToWorld ( const FVector4 & ScreenPoint ) const


code: void SetPreShadowTranslation ( const FVector & InPreShadowTranslation )


code: void SetDynamicMeshElementsShadowCullFrustum ( const [FConvexVolume](API\Runtime\Engine\FConvexVolume) * InDynamicMeshElementsShadowCullFrustum )


description: Populates the uniform buffer prameters common to all scene view use cases View parameters should be set up in this method if they are required for the view to render properly. This is to avoid code duplication and uninitialized parameters in other places that create view uniform parameters (e.g Slate)

code: void SetupCommonViewUniformBufferParameters ( [FViewUniformShaderParameters](API\Runtime\Engine\FViewUniformShaderParameters) & ViewUniformShaderParameters, const FIntPoint & InBufferSize, int32 NumMSAASamples, const FIntRect & InEffectiveViewRect, const [FViewMatrices](API\Runtime\Engine\FViewMatrices) & InViewMatrices, const [FViewMatrices](API\Runtime\Engine\FViewMatrices) & InPrevViewMatrices ) const


description: Sets up the view rect parameters in the view's uniform shader parameters

code: void SetupViewRectUniformBufferParameters ( [FViewUniformShaderParameters](API\Runtime\Engine\FViewUniformShaderParameters) & ViewUniformShaderParameters, const FIntPoint & InBufferSize, const FIntRect & InEffectiveViewRect, const [FViewMatrices](API\Runtime\Engine\FViewMatrices) & InViewMatrices, const [FViewMatrices](API\Runtime\Engine\FViewMatrices) & InPrevViewMatrice ) const


description: Setup defaults and depending on view position (postprocess volumes)

code: void StartFinalPostprocessSettings ( FVector InViewLocation )


description: Allow things like HMD displays to update the view matrix at the last minute, to minimize perceived latency

code: void UpdateViewMatrix()


description: If we late update a view, we need to also late update any planar reflection views derived from it

code: void UpdatePlanarReflectionViewMatrix ( const [FSceneView](API\Runtime\Engine\FSceneView) & SourceView, const FMirrorMatrix & MirrorMatrix )


description: Verifies all the assertions made on members.

code: bool VerifyMembersChecks() const


code: void UpdateProjectionMatrix ( const FMatrix & NewProjectionMatrix )


description: Transforms a point from world-space to the view's screen-space.

code: FVector4 WorldToScreen ( const FVector & WorldPoint ) const


description: Transforms a point from the view's world-space into pixel coordinates relative to the view's X,Y.

code: bool WorldToPixel ( const FVector & WorldPoint, FVector2D & OutPixelLocation ) const


description: Initialization constructor.

code: FSceneView ( const [FSceneViewInitOptions](API\Runtime\Engine\FSceneViewInitOptions) & InitOptions )


description: These are only needed because of deprecated members being accessed in them

code: PRAGMA_DISABLE_DEPRECATION_WARNINGS FSceneView ( const [FSceneView](API\Runtime\Engine\FSceneView) & Other )


description: Default destructor

code: virtual ~FSceneView()


code: FSceneView ( [FSceneView](API\Runtime\Engine\FSceneView) && Other )


className: FSceneView

description: A projection from scene space into a 2D screen region.

code: class FSceneView

AdditionalSelectionOutlineColors

type: TStaticArray<F...

description: Additional selection colors for the editor (used by post processing)

AntiAliasingMethod

type: EAntiAliasingMe...

description: The antialiasing method.

AtmosphereInscatterTexture

type: FTextureRHIRef

AtmosphereTransmittanceTexture

description: Parameters for atmospheric fog.

BackgroundColor

type: FLinearColor

bAllowCrossGPUTransfer

description: Allow cross GPU transfer for this view

bAllowTranslucentPrimitivesInHitProxy

description: True if we should draw translucent objects when rendering hit proxies

BaseHmdLocation

type: FVector

BaseHmdOrientation

type: FQuat

bCameraCut

description: Whether we did a camera cut for this view this frame.

bCameraMotionBlur

type: TOptional< bool...

description: Whether to enable motion blur caused by camera movements

bDisableDistanceBasedFadeTransitions

description: Whether we should disable distance-based fade transitions for this frame (usually after a large camera movement.)

bForceCameraVisibilityReset

description: True if we need to force the camera to discard previous frames occlusion.

bForcePathTracerReset

description: True if we should force the path tracer to reset its internal accumulation state

bHasSelectedComponents

description: True if any components are selected in isolation (independent of actor selection)

bHMDHiddenAreaMaskActive

description: Whether this view should use an HMD hidden area mask where appropriate.

bIsGameView

description: True if this scene was created from a game world.

bIsInstancedStereoEnabled

description: True if instanced stereo is enabled.

bIsLocked

description: Whether this view was created from a locked viewpoint.

bIsMobileMultiViewEnabled

description: True if mobile multi-view is enabled.

bIsMultiViewportEnabled

description: True if multi-viewport instanced stereo rendering is enabled.

bIsOfflineRender

description: Whether this view is being used to render a high quality offline render

bIsPlanarReflection

description: Whether this view is being used to render a planar reflection.

bIsReflectionCapture

description: Whether this view is being used to render a reflection capture.

bIsSceneCapture

description: Whether this view is being used to render a scene capture.

bIsSceneCaptureCube

description: Whether the scene capture is a cube map (bIsSceneCapture will also be set).

bIsViewInfo

description: For sanity checking casts that are assumed to be safe.

bIsVirtualTexture

description: Whether this view is being used to render a runtime virtual texture.

bOverrideGPUMask

description: Use custom GPUmask

bRenderFirstInstanceOnly

description: Whether this view should render the first instance only of any meshes using instancing.

bRenderSceneTwoSided

description: Whether to force two sided rendering for this view.

bReverseCulling

description: True if ViewMatrix.Determinant() is negative.

bSceneCaptureUsesRayTracing

description: Whether this view uses ray tracing, for views that are used to render a scene capture.

bShouldBindInstancedViewUB

description: True if we need to bind the instanced view uniform buffer parameters.

bStaticSceneOnly

description: Whether to only render static lights and objects.

bUseFieldOfViewForLOD

description: Whether to use FOV when computing mesh LOD.

bUsePixelInspector

description: Whether to use the pixel inspector

CameraConstrainedViewRect

type: FIntRect

description: Aspect ratio constrained view rect.

ClipToPrevClipOverride

type: TOptional< FMat...

description: Matrix overrides PrevViewToClip in the view uniform buffer.

ColorScale

description: Color scale multiplier used during post processing

CullingFrustum

type: FConvexVolume

description: Monoscopic culling frustum, same as ViewFrustum in case of non-stereo

CullingOrigin

description: Monoscopic culling origin, same as the view matrix origin in case of non-stereo

CurrentBufferVisualizationMode

type: FName

description: Current buffer visualization mode

CurrentGPUSkinCacheVisualizationMode

description: Current GPU Skin Cache visualization mode

CurrentGroomVisualizationMode

description: Current Groom visualization mode

CurrentLumenVisualizationMode

description: Current Lumen visualization mode

CurrentNaniteVisualizationMode

description: Current Nanite visualization mode

CurrentStrataVisualizationMode

description: Current Substrate visualization mode

description: Current Virtual Shadow Map visualization mode

description: Current visualize calibration color material name

description: Current visualize calibration custom material name

description: Current visualize calibration grayscale material name

CursorPos

description: -1,-1 if not setup

DesiredFOV

type: float

DiffuseOverrideParameter

description: These can be used to override material parameters across the scene without recompiling shaders.

DrawDynamicFlags

type: EDrawDynamicFla...

Drawer

type: FViewElementDra...

description: An interaction which draws the view's interaction elements.

EditorViewBitflag

description: The set of (the first 64) groups' visibility info for this view

EyeAdaptationViewState

type: FSceneViewState...

Family

type: constFSceneVie...

FeatureLevel

type: constERHIFeatu...

description: Feature level for this scene

FinalPostProcessDebugInfo

type: TArray<FPostPr...

FinalPostProcessSettings

type: FFinalPostProce...

description: The final settings for the current viewer position (blended together from many volumes).

FOV

description: Actual field of view and that desired by the camera originally

GlobalClippingPlane

type: FPlane

description: Global clipping plane being applied to the scene, or all 0's if disabled.

GPUMask

type: FRHIGPUMask

description: The GPU nodes on which to render this view.

HiddenPrimitives

type: TSet<FPrimitiv...

description: The primitives which are hidden for this view.

InstancedViewUniformBuffer

type: TUniformBufferR...

description: Instanced view uniform buffer held on the primary view.

InvDeviceZToWorldZTransform

description: Vector used by shaders to convert depth buffer samples into z coordinates in world space

LandscapeIndirectionBuffer

type: FShaderResource...

description: Landscape rendering related data

LensPrincipalPointOffsetScale

description: In some cases, the principal point of the lens is not at the center of the screen, especially for overlapped tile rendering.

LODDistanceFactor

description: Multiplier for cull distance on objects

MaterialTextureMipBias

description: Mip bias to apply in material's samplers.

MaxShadowCascades

description: Maximum number of shadow cascades to render with.

OriginOffsetThisFrame

description: World origin offset value. Non-zero only for a single frame when origin is rebased

OverrideFrameIndexValue

type: TOptional< uint...

description: The frame index to override, useful for keeping determinism when rendering sequences.

OverrideLODViewOrigin

description: For ortho views, this can control how to determine LOD parenting (ortho has no "distance-to-camera")

PlayerIndex

description: Player index this view is associated with or INDEX_NONE.

PreviousViewTransform

type: TOptional< FTra...

PrimaryScreenPercentageMethod

type: EPrimaryScreenP...

description: Primary screen percentage method to use.

PrimaryViewIndex

description: For stereoscopic rendering, view family index of the primary view associated with this view

ProjectionMatrixUnadjustedForRHI

type: FMatrix

SceneViewInitOptions

type: FSceneViewInitO...

SelectionOutlineColor

description: Selection color for the editor (used by post processing)

ShadowViewMatrices

type: FViewMatrices

description: Normally the same as ViewMatrices unless "r.Shadow.FreezeCamera" is activated

ShowOnlyPrimitives

type: TOptional<TSet...

description: The primitives which are visible for this view.

SpriteCategoryVisibility

type: TBitArray

description: BitArray representing the visibility state of the various sprite categories in the editor for this view

State

description: Can be 0 (thumbnail rendering)

StereoPass

type: EStereoscopicPa...

description: For stereoscopic rendering, whether or not this is a full pass, or a left / right eye pass

StereoViewIndex

description: For stereoscopic rendering, unique index identifying the view across view families

SubduedSelectionOutlineColor

description: Selection color for use in the editor with inactive primitives

TranslucentSortAxis

description: Sort axis for when TranslucentSortPolicy is SortAlongAxis

TranslucentSortPolicy

type: TEnumAsByte<ET...

description: Translucent sort mode

UnconstrainedViewRect

description: Raw view size (in pixels), used for screen space calculations

UnderwaterDepth

description: How far below the water surface this view is. -1 means the view is out of water.

UnscaledViewRect

type: const FIntRect

description: Final position of the view in the final render target (in pixels), potentially constrained by an aspect ratio requirement (black bars)

ViewActor

type: constAActor&#...

description: The actor which is being viewed from.

ViewLocation

description: Variables used to determine the view matrix

ViewUniformBuffer

description: The uniform buffer for the view's parameters.

WaterIndirectionBuffer

description: Water rendering related data


description: Determines if the extension should be active for the current frame and given context.

code: virtual bool IsActiveThisFrame ( const [FSceneViewExtensionContext](API\Runtime\Engine\FSceneViewExtensionContext) & Context ) const


code: virtual ~FSceneViewExtensionBase()


code: FSceneViewExtensionBase ( const [FAutoRegister](API\Runtime\Engine\FAutoRegister) & )


className: FSceneViewExtensionBase

description: Inherit from this class to make a view extension.

code: class FSceneViewExtensionBase : public [ISceneViewExtension](API\Runtime\Engine\ISceneViewExtension), public [TSharedFromThis< FSceneViewExtensionBase, ESPMode::ThreadSafe >](API\Runtime\Core\Templates\TSharedFromThis)

IsActiveThisFrameFunctions

type: TArray<FSceneV...

description: Array of Functors that can be used to activate an extension for the current frame and given context.


description: Retrieve the world pointer for this context

code: [UWorld](API\Runtime\Engine\Engine\UWorld) * GetWorld() const


description: Returns true if the given object is of the same type.

code: bool IsA ( const [FSceneViewExtensionContext](API\Runtime\Engine\FSceneViewExtensionContext) && Other ) const


description: Return true, if HMD supported.

code: virtual bool IsHMDSupported() const


code: FSceneViewExtensionContext ( [FViewport](API\Runtime\Engine\FViewport) * InViewport )


code: FSceneViewExtensionContext ( [FSceneInterface](API\Runtime\Engine\FSceneInterface) * InScene )


code: virtual ~FSceneViewExtensionContext()


className: FSceneViewExtensionContext

description: Contains information about the context in which this scene view extension will be used.

code: struct FSceneViewExtensionContext

bStereoEnabled

type: bool

Scene

type: FSceneInterface...

Viewport

type: FViewport*


description: Make this a functor so that it behaves like the lambda it carries.

code: [TOptional](API\Runtime\Core\IO\TOptional)< bool > operator() ( const [ISceneViewExtension](API\Runtime\Engine\ISceneViewExtension) * SceneViewExtension, const [FSceneViewExtensionContext](API\Runtime\Engine\FSceneViewExtensionContext) & Context ) const


description: Returns the Guid of this Functor.


description: Constructor.

code: FSceneViewExtensionIsActiveFunctor()


className: FSceneViewExtensionIsActiveFunctor

description: Contains theTFunctionthat determines if a scene view extension should be valid in the given context given for the current frame. It also contains Guid to help identify it, given that we can't directly compare TFunctions.

IsActiveFunction

type: TSceneViewExten...

description: This is the lambda function used to determine if the Scene View Extension should be active or not.


description: ISceneViewExtension::GetPriority())

code: const [TArray](API\Runtime\Core\Containers\TArray)< FSceneViewExtensionRef > GatherActiveExtensions ( class [FViewport](API\Runtime\Engine\FViewport) * InViewport ) const


description: Executes a function on each view extension which is active in a given context.

code: static void ForEachActiveViewExtension ( const [TArray](API\Runtime\Core\Containers\TArray)< [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [ISceneViewExtension](API\Runtime\Engine\ISceneViewExtension), ESPMode::ThreadSafe >> & InExtensions, const [FSceneViewExtensionContext](API\Runtime\Engine\FSceneViewExtensionContext) & InContext, const [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(const FSceneViewExtensionRef &)> & Func )


description: Create a new extension of type ExtensionType.

code: template<typename ExtensionType, typename... TArgs> static [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< ExtensionType, ESPMode::ThreadSafe > NewExtension ( TArgs &&... Args )


className: FSceneViewExtensions

description: Repository of all registered scene view extensions.

code: class FSceneViewExtensions


description: ISceneViewExtension::GetPriority())

code: const [TArray](API\Runtime\Core\Containers\TArray)< FSceneViewExtensionRef > GatherActiveExtensions ( const [FSceneViewExtensionContext](API\Runtime\Engine\FSceneViewExtensionContext) & InContext ) const


code: bool AllowTranslucencyAfterDOF() const


description: Set whether the view family is additional.

code: ConstructionValues & SetAdditionalViewFamily &40; const bool Value &41;


description: Set whether to defer the back buffer clearing to just before the back buffer is drawn to

code: ConstructionValues & SetDeferClear &40; const bool Value &41;


description: Set Gamma correction used when rendering this family.

code: ConstructionValues & SetGammaCorrection &40; const float Value &41;


description: Set whether the view family is updated in real-time.

code: ConstructionValues & SetRealtimeUpdate &40; const bool Value &41;


description: Setting to if true then results of scene rendering are copied/resolved to the RenderTarget.

code: ConstructionValues & SetResolveScene &40; const bool Value &41;


description: Set the world time and real time independently to handle time dilation.

code: ConstructionValues & SetTime &40; const FGameTime & InTime &41;


description: Set the view param.

code: ConstructionValues & SetViewModeParam &40; const int InViewModeParam, const FName & InViewModeParamName &41;


description: Deprecated* UseFSceneViewFamily::ConstructionValues::SetTime()

code: ConstructionValues & SetWorldTimes &40; float InCurrentWorldTime, float InDeltaWorldTime, float InCurrentRealTime &41;


code: ConstructionValues &40; const FRenderTarget &42; InRenderTarget, FSceneInterface &42; InScene, const FEngineShowFlags & InEngineShowFlags &41;


className: ConstructionValues

description: Helper struct for creatingFSceneViewFamilyinstances If created with specifying a time it will retrieve them from the world in the given scene.

code: struct ConstructionValues

bAdditionalViewFamily

type: uint32:  1

description: Indicates whether the view family is additional.

bDeferClear

type: uint32: 1

description: Used to defer the back buffer clearing to just before the back buffer is drawn to

bRealtimeUpdate

description: Indicates whether the view family is updated in real-time.

bResolveScene

description: If true then results of scene rendering are copied/resolved to the RenderTarget.

bTimesSet

description: Safety check to ensure valid times are set either from a valid world/scene pointer or via the SetWorldTimes function

EngineShowFlags

type: FEngineShowFlag...

description: The engine show flags for the views.

GammaCorrection

type: float

description: Gamma correction used when rendering this family. Default is 1.0

RenderTarget

type: constFRenderTa...

description: The views which make up the family.

Scene

description: The render target which the views are being rendered to.

Time

type: FGameTime

description: The current time.

ViewModeParam

description: Additional view params related to the current viewmode (example : texcoord index)

ViewModeParamName

type: FName

description: An name bound to the current viewmode param. (example : texture name)


code: template<typename TExtensionData> TExtensionData * GetExtentionData()


code: template<typename TExtensionData> TExtensionData * GetOrCreateExtentionData()


code: const ISpatialUpscaler * GetPrimarySpatialUpscalerInterface() const


code: [ISceneRenderer](API\Runtime\Renderer\ISceneRenderer) * GetSceneRenderer() const


code: const [ISceneViewFamilyScreenPercentage](API\Runtime\Engine\ISceneViewFamilyScreenPercentage) * GetScreenPercentageInterface() const


code: const ISpatialUpscaler * GetSecondarySpatialUpscalerInterface() const


code: const [UE::Renderer::Private::ITemporalUpscaler](API\Runtime\Renderer\ITemporalUpscaler) * GetTemporalUpscalerInterface() const


code: const [FName](API\Runtime\Core\UObject\FName) & GetViewModeParamName() const


code: void SetIsInFocus ( bool bInIsInFocus )


description: View family assignment operator is not allowed because of ScreenPercentageInterface lifetime.

code: void operator= ( const [FSceneViewFamily](API\Runtime\Engine\FSceneViewFamily) & )


code: void SetPrimarySpatialUpscalerInterface ( ISpatialUpscaler * InSpatialUpscalerInterface )


description: The renderer reserves the right to delete and replace the view family's screen percentage interface for testing purposes with the r.Test.OverrideScreenPercentageInterface CVar.

code: void SetScreenPercentageInterface ( [ISceneViewFamilyScreenPercentage](API\Runtime\Engine\ISceneViewFamilyScreenPercentage) * InScreenPercentageInterface )


code: void SetSceneRenderer ( [ISceneRenderer](API\Runtime\Renderer\ISceneRenderer) * NewSceneRenderer )


code: void SetSecondarySpatialUpscalerInterface ( ISpatialUpscaler * InSpatialUpscalerInterface )


code: void SetTemporalUpscalerInterface ( [UE::Renderer::Private::ITemporalUpscaler](API\Runtime\Renderer\ITemporalUpscaler) * InTemporalUpscalerInterface )


description: Returns whether the screen percentage show flag is supported or not for this view family.

code: bool SupportsScreenPercentage() const


description: Initialization constructor.

code: FSceneViewFamily ( const [ConstructionValues](API\Runtime\Engine\FSceneViewFamily\ConstructionValues) & CVS )


description: Allow moving view family as long as no screen percentage interface are set.

code: FSceneViewFamily ( const [FSceneViewFamily](API\Runtime\Engine\FSceneViewFamily) && InViewFamily )


description: Only FSceneRenderer can copy a view family.

code: PRAGMA_DISABLE_DEPRECATION_WARNINGS FSceneViewFamily &40; const FSceneViewFamily & &41;


description: Destructor.

code: virtual ~FSceneViewFamilyContext()


className: FSceneViewFamily

description: A set of views into a scene which only have different view transforms and owner actors.

code: class FSceneViewFamily

bAdditionalViewFamily

description: Indicates this view family is an additional one.

bCurrentlyBeingEdited

description: Whether the scene is currently being edited, which can be used to speed up lighting propagation.

bDrawBaseInfo

description: Indicates whether, or not, the base attachment volume should be drawn.

bIsFirstViewInMultipleViewFamily

description: Whether this view is the first of multiple view families rendered in a single frame.

bIsHDR

description: When enabled, the post processing will output in HDR space

bIsMultipleViewFamily

description: Whether this view is one of multiple view families rendered in a single frame.

bMultiGPUForkAndJoin

description: If true then each view is not rendered using the same GPUMask.

bNullifyWorldSpacePosition

description: Indicates whether the shader world space position should be forced to 0.

bOverrideVirtualTextureThrottle

description: Whether to disable virtual texture update throttling.

bRealtimeUpdate

description: Indicates whether the view family is updated in realtime.

bRequireMultiView

description: True if scenecolor and depth should be multiview-allocated

bThumbnailRendering

description: Whether this view is for thumbnail rendering

bWorldIsPaused

description: GetWorld->IsPaused()&& !Simulate Simulate is excluded as the camera can move which invalidates motionblur

DebugDPIScale

description: DPI scale to be used for debugging font.

DebugViewShaderMode

type: EDebugViewShade...

DisplayInternalsData

type: FDisplayInterna...

description: For r.DisplayInternals (allows for easy passing down data from main to render thread)

EngineShowFlags

description: The new show flags for the views (meant to replace the old system).

ExposureSettings

type: FExposureSettin...

description: Editor setting to allow designers to override the automatic expose.

FrameCounter

description: Copy from main thread GFrameCounter to be accessible on render thread side.

FrameNumber

description: Copy from main thread GFrameNumber to be accessible on render thread side.

LandscapeLODOverride

description: Override the LOD of landscape in this viewport.

ProfileDescription

type: FString

description: Optional description of view family for Unreal Insights profiling.

ProfileSceneRenderTime

type: float *

description: Optional tracking of scene render time in seconds, useful when rendering multiple scenes (such as viaUDisplayClusterViewportClient) where the user may want a live breakdown of where render time is going per scene, which the stat system otherwise doesn't provide.

Scene

description: The scene being viewed.

SceneCaptureCompositeMode

type: ESceneCaptureCo...

description: When enabled, the scene capture will composite into the render target instead of overwriting its contents.

SceneCaptureSource

type: ESceneCaptureSo...

description: Which component of the scene rendering should be output to the final render target.

SecondaryScreenPercentageMethod

type: ESecondaryScree...

SecondaryViewFraction

description: Secondary view fraction to support High DPI monitor still with same primary screen percentage range for temporal upscale to test content consistently in editor no mater of the HighDPI scale.

Time

description: The current time.

ViewExtensions

type: TArray<TShared...

description: Extensions that can modify view parameters on the render thread.

ViewMode

type: EViewModeIndex

description: View mode of the family.

Views

type: TArray< constF...

description: The views which make up the family.

VirtualTextureFeedbackFactor

description: Size in pixels of a virtual texture feedback tile.


description: Initialization constructor.

code: FSceneViewFamilyContext ( const [ConstructionValues](API\Runtime\Engine\FSceneViewFamily\ConstructionValues) & CVS )


className: FSceneViewFamilyContext

description: A view family which deletes its views when it goes out of scope.

code: class FSceneViewFamilyContext : public [FSceneViewFamily](API\Runtime\Engine\FSceneViewFamily)


className: FSceneViewInitOptions

description: Construction parameters for aFSceneView.

code: struct FSceneViewInitOptions : public [FSceneViewProjectionData](API\Runtime\Engine\FSceneViewProjectionData)

BackgroundColor

type: FLinearColor

bDisableGameScreenPercentage

type: bool

description: Whether game screen percentage should be disabled.

bInCameraCut

description: Was there a camera cut this frame?

bIsPlanarReflection

description: Whether this view is being used to render a planar reflection.

bIsReflectionCapture

description: Whether this view is being used to render a reflection capture.

bIsSceneCapture

description: Whether this view is being used to render a scene capture.

bIsSceneCaptureCube

description: Whether the scene capture is a cube map (bIsSceneCapture will also be set).

bSceneCaptureUsesRayTracing

description: Whether this view uses ray tracing, for views that are used to render a scene capture.

bUseFauxOrthoViewPos

description: In case of ortho, generate a fake view position that has a non-zero W component.

bUseFieldOfViewForLOD

description: Whether to use FOV when computing mesh LOD.

CursorPos

type: FIntPoint

description: -1,-1 if not setup

EditorViewBitflag

description: Default to 0'th view index, which is a bitfield of 1

FOV

description: Actual field of view and that desired by the camera originally

HiddenPrimitives

type: TSet<FPrimitiv...

OriginOffsetThisFrame

type: FVector

description: World origin offset value. Non-zero only for a single frame when origin is rebased

OverrideLODViewOrigin

description: This can be specified for ortho views so that it's min draw distance/LOD parenting etc, is controlled by a perspective viewport

SceneViewStateInterface

type: FSceneViewState...

ShowOnlyPrimitives

type: TOptional<TSet...

description: The primitives which are visible for this view.

StereoPass

type: EStereoscopicPa...

description: For stereoscopic rendering, whether or not this is a full pass, or a primary / secondary pass

StereoViewIndex

description: For stereoscopic rendering, a unique index to identify the view across view families

ViewActor

type: constAActor&#...

ViewElementDrawer

type: FViewElementDra...

ViewFamily

type: constFSceneVie...

ViewLocation

description: The view origin and rotation without any stereo offsets applied to it

ViewRotation

type: FRotator

WorldToMetersScale

description: Conversion from world units (uu) to meters, so we can scale motion to the world appropriately


code: const FIntRect & GetConstrainedViewRect() const


code: const FIntRect & GetViewRect() const


code: bool IsPerspectiveProjection() const


code: void SetConstrainedViewRectangle ( const FIntRect & InViewRect )


code: void SetViewRectangle ( const FIntRect & InViewRect )


className: FSceneViewProjectionData

description: Projection data for aFSceneView.

code: struct FSceneViewProjectionData

ConstrainedViewRect

type: FIntRect

description: The constrained view rectangle (identical to UnconstrainedUnscaledViewRect if aspect ratio is not constrained)

ProjectionMatrix

type: FMatrix

description: UE projection matrix projects such that clip space Z=1 is the near plane, and Z=0 is the infinite far plane.

ViewOrigin

description: The view origin.

ViewRect

description: The unconstrained (no aspect ratio bars applied) view rectangle (also unscaled)

ViewRotationMatrix

description: Rotation matrix transforming from world space to view space.


description: If frozen view matrices are available, set those as active on the SceneView

code: void ActivateFrozenViewMatrices ( [FSceneView](API\Runtime\Engine\FSceneView) & SceneView )


description: Similar to above, but adds Lumen Scene Data

code: virtual void AddLumenSceneData ( [FSceneInterface](API\Runtime\Engine\FSceneInterface) * InScene, float SurfaceCacheResolution )


description: Adds a per-view virtual shadow map cache, which can help performance, at a cost in memory. Does nothing if one is already present. The cache only works for the first Scene this function is called for.

code: virtual void AddVirtualShadowMapCache ( [FSceneInterface](API\Runtime\Engine\FSceneInterface) * InScene )


code: void AddReferencedObjects ( [FReferenceCollector](API\Runtime\CoreUObject\UObject\FReferenceCollector) & Collector )


description: Clears the pool of mids being referenced by this view state

code: void ClearMIDPool ( FStringView MidParentRootPath )


description: the derived view state object


description: Called in the game thread to destroy the view state.

code: void Destroy()


description: Returns the eye adaptation buffer.

code: [FRDGPooledBuffer](API\Runtime\RenderCore\FRDGPooledBuffer) * GetCurrentEyeAdaptationBuffer() const


description: Deprecated* UseGetCurrentEyeAdaptationBuffer()instead.

code: [IPooledRenderTarget](API\Runtime\RenderCore\IPooledRenderTarget) * GetCurrentEyeAdaptationTexture() const


description: Returns the distance field temporal sample index


description: If frozen view matrices are available, return a pointer to them

code: const [FViewMatrices](API\Runtime\Engine\FViewMatrices) * GetFrozenViewMatrices() const


description: Returns the eye adaptation exposure.


description: Returns the occlusion frame counter

code: uint32 GetOcclusionFrameCounter() const


description: Returns the current PreExposure value. PreExposure is a custom scale applied to the scene color to prevent buffer overflow.

code: float GetPreExposure() const


description: Allows MIDs being created and released during view rendering without the overhead of creating and releasing objects As MID are not allowed to be parent of MID this gets fixed up by parenting it to the next Material or MIC

code: [UMaterialInstanceDynamic](API\Runtime\Engine\Materials\UMaterialInstanceDynamic) * GetReusableMID ( class [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * InSource )


code: ESequencerState GetSequencerState()


code: virtual SIZE_T GetSizeBytes() const


description: Returns the temporal LOD struct from the viewstate


code: const [FTemporalLODState](API\Runtime\Engine\FTemporalLODState) & GetTemporalLODState() const


description: Returns the blend factor between the last two LOD samples

code: float GetTemporalLODTransition() const


description: Returns a unique key for the view state, non-zero

code: uint32 GetViewKey() const


description: Deprecated* GetViewParent is deprecated


description: Deprecated* GetViewParent is deprecated

code: const [FSceneViewStateInterface](API\Runtime\Engine\FSceneViewStateInterface) * GetViewParent() const


description: Return the active volumetric cloud texture, can be null.

code: FRDGTextureRef GetVolumetricCloudTexture ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder )


description: Tells if the eye adaptation buffer exists without attempting to allocate it.


description: Deprecated* HasViewParent is deprecated

code: bool HasViewParent() const


code: bool HasVirtualShadowMapCache() const


description: Resets pool forGetReusableMID()

code: void OnStartPostProcessing ( [FSceneView](API\Runtime\Engine\FSceneView) & CurrentView )


description: Deprecated* IsViewParent is deprecated

code: bool IsViewParent() const


code: virtual void RemoveLumenSceneData ( [FSceneInterface](API\Runtime\Engine\FSceneInterface) * InScene )


description: Deprecated* UseHasValidEyeAdaptationBuffer()instead.


code: virtual void RemoveVirtualShadowMapCache ( [FSceneInterface](API\Runtime\Engine\FSceneInterface) * InScene )


description: Rest some state (e.g. FrameIndexMod8, TemporalAASampleIndex) to make the rendering [more] deterministic

code: void ResetViewState()


code: void SetSequencerState ( ESequencerState InSequencerState )


description: Deprecated* SetViewParent is deprecated

code: void SetViewParent ( [FSceneViewStateInterface](API\Runtime\Engine\FSceneViewStateInterface) * )


description: If frozen view matrices were set, restore the previous view matrices

code: void RestoreUnfrozenViewMatrices ( [FSceneView](API\Runtime\Engine\FSceneView) & SceneView )


description: Don't allow direct deletion of the view state, Destroy should be called instead.

code: virtual ~FSceneViewStateInterface()


className: FSceneViewStateInterface

description: The scene manager's persistent view state.

code: class FSceneViewStateInterface

bValidEyeAdaptationBuffer

type: uint8:  1


description: Deprecated* Allocate must be called with an appropriate RHI Feature Level

code: void Allocate()


description: Allocates the Scene view state.

code: void Allocate ( [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) FeatureLevel )


description: Deprecated* AllocateAll must be called with an appropriate RHI Feature Level

code: static void AllocateAll()


description: Recreates all view states in the global list.

code: static void AllocateAll ( [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) FeatureLevel )


description: Destorys the Scene view state.

code: void Destroy()


description: Destroys all view states, but does not remove them from the linked list.

code: static void DestroyAll()


description: Mark that a view state shares an origin with another view state, allowing sharing of some internal state, saving memory and performance. Typically used for cube map faces. Must be called before "Allocate" is called on the source view state (best practice is to call immediately after creating the view state). Multiple view states can point to the same shared origin (for example, the first face of a cube map), but sharing can't be nested. Sharing view states must be destroyed before the Target is destroyed.

code: void ShareOrigin ( [FSceneViewStateReference](API\Runtime\Engine\FSceneViewStateReference) * Target )


code: virtual ~FSceneViewStateReference()


className: FSceneViewStateReference

description: Class used to reference anFSceneViewStateInterfacethat allows destruction and recreation of allFSceneViewStateInterface's when needed. This is used to support reloading the renderer module on the fly.

code: class FSceneViewStateReference


code: FScopeCycleCounterEmitter ( const [FParticleEmitterInstance](API\Runtime\Engine\FParticleEmitterInstance) * Object )


className: FScopeCycleCounterEmitter

code: struct FScopeCycleCounterEmitter


code: FScopeCycleCounterEmitter ( const [FParticleEmitterInstance](API\Runtime\Engine\FParticleEmitterInstance) * Object, [TStatId](API\Runtime\Core\Stats\TStatId) OtherStat )


className: SwitchWorldForPIEDelegate

description: Delegate to call to switch worlds for PIE viewports. Is not called when simulating (non-gameviewportclient)


description: Use the viewport to figure out what world to set temporarily

code: FScopedConditionalWorldSwitcher ( class [FViewportClient](API\Runtime\Engine\FViewportClient) * InViewportClient )


description: Explicitly set to the specific world

code: FScopedConditionalWorldSwitcher ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )


description: Resets back to initial world

code: ~FScopedConditionalWorldSwitcher()


className: FScopedConditionalWorldSwitcher

description: When created, switches global context to a PIE world When destroyed, resets the GWorld back to what it was before

code: class FScopedConditionalWorldSwitcher


description: Constructor, keeping track of object's class and start time.

code: FScopedDetailTickStats ( [FDetailedTickStats](API\Runtime\Engine\FDetailedTickStats) & InDetailedTickStats, [UObject](API\Runtime\CoreUObject\UObject\UObject) * ObjectToTrack )


className: FScopedDetailTickStats

description: Scoped helper structure for capturing tick time.

code: struct FScopedDetailTickStats


description: Destructor, calculating delta time and updating global helper.

code: ~FScopedDetailTickStats()


code: [FScopedForceUnicodeInArchive](API\Runtime\Engine\FScopedForceUnicodeInArchive) & operator= ( const [FScopedForceUnicodeInArchive](API\Runtime\Engine\FScopedForceUnicodeInArchive) & )


code: [FScopedForceUnicodeInArchive](API\Runtime\Engine\FScopedForceUnicodeInArchive) & operator= ( [FScopedForceUnicodeInArchive](API\Runtime\Engine\FScopedForceUnicodeInArchive) && )


code: FScopedForceUnicodeInArchive ( [FScopedForceUnicodeInArchive](API\Runtime\Engine\FScopedForceUnicodeInArchive) && )


code: FScopedForceUnicodeInArchive ( const [FScopedForceUnicodeInArchive](API\Runtime\Engine\FScopedForceUnicodeInArchive) & )


code: FScopedForceUnicodeInArchive ( [FArchive](API\Runtime\Core\Serialization\FArchive) & InArchive )


className: FScopedForceUnicodeInArchive

code: class FScopedForceUnicodeInArchive


code: FScopedMaterialCompilerAttribute ( [FMaterialCompiler](API\Runtime\Engine\FMaterialCompiler) * InCompiler, const [FGuid](API\Runtime\Core\Misc\FGuid) & InAttributeID )


code: ~FScopedMaterialCompilerAttribute()


className: FScopedMaterialCompilerAttribute

description: Helper class to handle MaterialAttribute changes on the compiler stack.

code: class FScopedMaterialCompilerAttribute


description: This constructor increment the skeletal mesh PostEditChangeStackCounter. If the stack counter is zero before the increment the skeletal mesh component will be unregister from the world. The component will also release there rendering resources. Parameters:

code: FScopedSkeletalMeshPostEditChange ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * InSkeletalMesh, bool InbCallPostEditChange, bool InbReregisterComponents )


code: void SetSkeletalMesh ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * InSkeletalMesh )


description: This destructor decrement the skeletal mesh PostEditChangeStackCounter. If the stack counter is zero after the decrement, the skeletal mesh PostEditChange will be call. The component will also be register to the world and there render data resources will be rebuild.

code: ~FScopedSkeletalMeshPostEditChange()


className: FScopedSkeletalMeshPostEditChange

description: Helper to scope skeletal mesh post edit change.

code: class FScopedSkeletalMeshPostEditChange


code: [FScopedStoreArchiveOffset](API\Runtime\Engine\FScopedStoreArchiveOffset) & operator= ( [FScopedStoreArchiveOffset](API\Runtime\Engine\FScopedStoreArchiveOffset) && )


code: [FScopedStoreArchiveOffset](API\Runtime\Engine\FScopedStoreArchiveOffset) & operator= ( const [FScopedStoreArchiveOffset](API\Runtime\Engine\FScopedStoreArchiveOffset) & )


code: FScopedStoreArchiveOffset ( const [FScopedStoreArchiveOffset](API\Runtime\Engine\FScopedStoreArchiveOffset) & )


code: FScopedStoreArchiveOffset ( [FScopedStoreArchiveOffset](API\Runtime\Engine\FScopedStoreArchiveOffset) && )