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/** * SceneCaptureComponent * * Base class for scene recording components * * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class SceneCaptureComponent extends ActorComponent native abstract hidecategories(Object); /** toggle scene post-processing */ var(Capture) bool bEnablePostProcess; /** toggle fog */ var(Capture) bool bEnableFog; /** background color */ var(Capture) color ClearColor; // draw modes - based on ESceneViewMode enum ESceneCaptureViewMode { // lit/shadowed scene SceneCapView_Lit, // no shadows or lights SceneCapView_Unlit, // lit/unshadowed scene SceneCapView_LitNoShadows, // wireframe SceneCapView_Wire }; /** how to draw the scene */ var(Capture) ESceneCaptureViewMode ViewMode; /** level-of-detail setting */ var(Capture) int SceneLOD; /** * rate to capture the scene, * TimeBetweenCaptures = Max( 1/FrameRate, DeltaTime), * if the FrameRate is 0 then the scene is captured only once */ var(Capture) const float FrameRate; /** Chain of post process effects for this post process view */ var(Capture) PostProcessChain PostProcess; /** if true, skip updating the scene capture if the Owner of the component has not been rendered recently */ var bool bSkipUpdateIfOwnerOccluded; /** if > 0, skip updating the scene capture if the Owner is further than this many units away from the viewer */ var(Capture) float MaxUpdateDist; /** if > 0, skip streaming texture updates for the scene capture if the Owner is further than this many units away from the viewer */ var(Capture) float MaxStreamingUpdateDist; // transients /** ptr to the scene capture probe */ var private const transient native pointer CaptureInfo{FCaptureSceneInfo}; /** pointer to the persistent view state for this scene capture */ var private const transient native pointer ViewState{FSceneViewStateInterface}; /** TRUE if the scene capture needs to be updated in the scene */ var private const transient native bool bNeedsSceneUpdate; // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) /** modifies the value of FrameRate */ native final function SetFrameRate(float NewFrameRate); defaultproperties { ClearColor=(B=0,G=0,R=0,A=255) ViewMode=SceneCapView_LitNoShadows FrameRate=30.000000 Name="Default__SceneCaptureComponent" ObjectArchetype=ActorComponent'Engine.Default__ActorComponent' } |
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