48 results for "render" in function
Processes pending render state, dynamic data, and instance data updates for this component by dispatching the appropriate commands to the render thread.
Returns whether world rendering is currently enabled on the local viewport.
Returns the most recent game time (in seconds) at which any of this actor's components were rendered.
Returns the axis-aligned bounding rectangle of this geometry in absolute space computed using the full accumulated render transform, including any rotation or skew.
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.
Returns true if this component currently has a render state (scene proxy) created and registered with the renderer.
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.
Returns true while the render state is in the process of being destroyed and recreated due to a MarkRenderStateDirty call.
Returns true while DoDeferredRenderUpdates_Concurrent is actively sending this component's render data to the render thread.
Returns whether this component's transform has been modified but not yet flushed to the render thread.
Flags all components' render state as dirty, causing them to be re-submitted to the render thread on the next frame.
Schedules a lightweight dynamic-data update for this component's scene proxy at end of frame.
Marks per-instance render data (transforms, custom float data) as dirty so it is flushed to the renderer at end of frame.
Marks this component's render state dirty so the scene proxy is fully recreated or updated at the end of the frame.
Marks the component's transform as dirty so it will be sent to the render thread at the end of the current frame.
Hook for actors to render HUD overlays for themselves, called from AHUD::DrawActorOverlays().
Immediately destroys and recreates the render state (scene proxy) for this component on the render thread.
Enables or disables rendering of the entire game world.
Sets only the scale component of the widget's render transform, leaving angle, shear, and translation unchanged.
Applies a 2D render transform (translation, rotation, scale, shear) to the widget.
Sets only the rotation component of the widget's render transform in degrees, leaving translation, scale, and shear unchanged.
Returns true if any of this actor's primitive components have been rendered within the last Tolerance seconds of game time.
Transforms a point from absolute space into this widget's local space by inverting the accumulated render transform.
Returns whether subtitle rendering is currently enabled globally.
Converts a UV coordinate in a USceneCaptureComponent2D render target into a world-space position and ray.
Converts a UV coordinate in a SceneCapture2D render target into a world-space position and ray direction.
Renders debug visualizations for the component tree of this actor in the world for one frame.
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.
Returns the size of the geometry transformed into absolute space by applying the accumulated render transform to the local size vector.
Returns the path to the icon texture used when rendering this AI controller in the in-game AI debug display (`showdebug AI`).
Returns the axis-aligned bounding rectangle of this geometry in absolute space, computed using the accumulated layout transform (without render transforms).
Returns the internal state flag indicating whether this component has been added to one of the world's end-of-frame render update lists.
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.
Returns the geometry from the last paint pass, which reflects the widget's rendered position and size.
Returns the rendering scene (FSceneInterface) associated with this component's world.
Returns true if this actor or any of its selection parents are currently selected in the editor.
Returns true if this component's owning actor is currently selected in the editor.
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.
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.
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.
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.
Returns true if the given absolute coordinate falls within the bounds of this geometry, correctly accounting for render transforms including rotation and skew.
Transforms a point from this widget's local space into absolute (screen or window) space by applying the accumulated render transform.
Transforms a point from a widget's local space into absolute Slate space using the widget's accumulated render transform.
Schedules a full render state recreation at end of frame, destroying and rebuilding the scene proxy.
Schedules a deferred SendRenderTransform_Concurrent / SendRenderDynamicData_Concurrent update for end of frame.
Called on each component when the owning actor's visibility state changes.
Called by the engine when an end-of-frame render update occurs while a tick is still in progress.