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48 results for "render" in function

function
UActorComponent::DoDeferredRenderUpdates_Concurrent Engine

Processes pending render state, dynamic data, and instance data updates for this component by dispatching the appropriate commands to the render thread.

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UGameplayStatics::GetEnableWorldRendering Engine

Returns whether world rendering is currently enabled on the local viewport.

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AActor::GetLastRenderTime Engine

Returns the most recent game time (in seconds) at which any of this actor's components were rendered.

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FGeometry::GetRenderBoundingRect SlateCore

Returns the axis-aligned bounding rectangle of this geometry in absolute space computed using the full accumulated render transform, including any rotation or skew.

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UActorComponent::IsRenderInstancesDirty Engine

Returns true if per-instance render data (such as instance transforms or custom data for instanced meshes) is marked dirty and awaiting an update to the renderer.

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UActorComponent::IsRenderStateCreated Engine

Returns true if this component currently has a render state (scene proxy) created and registered with the renderer.

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UActorComponent::IsRenderStateDirty Engine

Returns true if the full render state for this component is dirty, meaning the scene proxy needs to be fully recreated or updated on the render thread.

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UActorComponent::IsRenderStateRecreating Engine

Returns true while the render state is in the process of being destroyed and recreated due to a MarkRenderStateDirty call.

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UActorComponent::IsRenderStateUpdating Engine

Returns true while DoDeferredRenderUpdates_Concurrent is actively sending this component's render data to the render thread.

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UActorComponent::IsRenderTransformDirty Engine

Returns whether this component's transform has been modified but not yet flushed to the render thread.

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AActor::MarkComponentsRenderStateDirty Engine

Flags all components' render state as dirty, causing them to be re-submitted to the render thread on the next frame.

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UActorComponent::MarkRenderDynamicDataDirty Engine

Schedules a lightweight dynamic-data update for this component's scene proxy at end of frame.

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UActorComponent::MarkRenderInstancesDirty Engine

Marks per-instance render data (transforms, custom float data) as dirty so it is flushed to the renderer at end of frame.

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UActorComponent::MarkRenderStateDirty Engine

Marks this component's render state dirty so the scene proxy is fully recreated or updated at the end of the frame.

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UActorComponent::MarkRenderTransformDirty Engine

Marks the component's transform as dirty so it will be sent to the render thread at the end of the current frame.

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AActor::PostRenderFor Engine

Hook for actors to render HUD overlays for themselves, called from AHUD::DrawActorOverlays().

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UActorComponent::RecreateRenderState_Concurrent Engine

Immediately destroys and recreates the render state (scene proxy) for this component on the render thread.

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UGameplayStatics::SetEnableWorldRendering Engine

Enables or disables rendering of the entire game world.

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UWidget::SetRenderScale UMG

Sets only the scale component of the widget's render transform, leaving angle, shear, and translation unchanged.

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UWidget::SetRenderTransform UMG

Applies a 2D render transform (translation, rotation, scale, shear) to the widget.

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UWidget::SetRenderTransformAngle UMG

Sets only the rotation component of the widget's render transform in degrees, leaving translation, scale, and shear unchanged.

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AActor::WasRecentlyRendered Engine

Returns true if any of this actor's primitive components have been rendered within the last Tolerance seconds of game time.

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FGeometry::AbsoluteToLocal SlateCore

Transforms a point from absolute space into this widget's local space by inverting the accumulated render transform.

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UGameplayStatics::AreSubtitlesEnabled Engine

Returns whether subtitle rendering is currently enabled globally.

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UGameplayStatics::DeprojectSceneCaptureComponentToWorld Engine

Converts a UV coordinate in a USceneCaptureComponent2D render target into a world-space position and ray.

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UGameplayStatics::DeprojectSceneCaptureToWorld Engine

Converts a UV coordinate in a SceneCapture2D render target into a world-space position and ray direction.

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AActor::DrawDebugComponents Engine

Renders debug visualizations for the component tree of this actor in the world for one frame.

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FGeometry::GetAbsolutePositionAtCoordinates SlateCore

Returns the absolute position of a point on the widget surface identified by normalized (0–1) local coordinates, accounting for the full accumulated render transform.

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FGeometry::GetAbsoluteSize SlateCore

Returns the size of the geometry transformed into absolute space by applying the accumulated render transform to the local size vector.

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AAIController::GetDebugIcon AIModule

Returns the path to the icon texture used when rendering this AI controller in the in-game AI debug display (`showdebug AI`).

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FGeometry::GetLayoutBoundingRect SlateCore

Returns the axis-aligned bounding rectangle of this geometry in absolute space, computed using the accumulated layout transform (without render transforms).

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UActorComponent::GetMarkedForEndOfFrameUpdateState Engine

Returns the internal state flag indicating whether this component has been added to one of the world's end-of-frame render update lists.

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UActorComponent::GetMarkedForPreEndOfFrameSync Engine

Returns the flag indicating whether this component has been queued for the pre-end-of-frame synchronization pass, which flushes certain render updates before the frame completes.

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UWidget::GetPaintSpaceGeometry UMG

Returns the geometry from the last paint pass, which reflects the widget's rendered position and size.

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UActorComponent::GetScene Engine

Returns the rendering scene (FSceneInterface) associated with this component's world.

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AActor::IsActorOrSelectionParentSelected Engine

Returns true if this actor or any of its selection parents are currently selected in the editor.

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UActorComponent::IsOwnerSelected Engine

Returns true if this component's owning actor is currently selected in the editor.

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UActorComponent::IsPreRegistered Engine

Returns true when this component has completed its pre-registration pass and is queued for full registration, but has not yet had its rendering and physics state created.

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UActorComponent::IsPreRegistering Engine

Returns true while this component is in the pre-registering phase — after `RegisterComponent` has been called but before the component is fully registered and its physics/render state has been created.

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UActorComponent::IsPreUnregistering Engine

Returns true while this component is transitioning through the pre-unregistering phase — `UnregisterComponent` has been initiated but render and physics teardown has not yet completed.

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UActorComponent::IsRegistered Engine

Returns true if this component is currently registered with the world, meaning it is active, ticking (if enabled), and has its render and physics state initialized.

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FGeometry::IsUnderLocation SlateCore

Returns true if the given absolute coordinate falls within the bounds of this geometry, correctly accounting for render transforms including rotation and skew.

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FGeometry::LocalToAbsolute SlateCore

Transforms a point from this widget's local space into absolute (screen or window) space by applying the accumulated render transform.

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USlateBlueprintLibrary::LocalToAbsolute UMG

Transforms a point from a widget's local space into absolute Slate space using the widget's accumulated render transform.

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UActorComponent::MarkForNeededEndOfFrameRecreate Engine

Schedules a full render state recreation at end of frame, destroying and rebuilding the scene proxy.

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UActorComponent::MarkForNeededEndOfFrameUpdate Engine

Schedules a deferred SendRenderTransform_Concurrent / SendRenderDynamicData_Concurrent update for end of frame.

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UActorComponent::OnActorVisibilityChanged Engine

Called on each component when the owning actor's visibility state changes.

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UActorComponent::OnEndOfFrameUpdateDuringTick Engine

Called by the engine when an end-of-frame render update occurs while a tick is still in progress.