FAdvancedPreviewScene

Unreal Engine C++ API Reference > Editor > AdvancedPreviewScene

Inheritance Hierarchy

References

   
Module AdvancedPreviewScene
Header /Engine/Source/Editor/AdvancedPreviewScene/Public/AdvancedPreviewScene.h
Include #include "AdvancedPreviewScene.h"

Syntax

class FAdvancedPreviewScene :  
    public [FPreviewScene](API\Runtime\Engine\FPreviewScene),  
    public [FTickableEditorObject](API\Editor\UnrealEd\FTickableEditorObject)  

Variables

Type Name Description
bool bPostProcessing  
bool bRotateLighting  
bool bSkyChanged  
int32 CurrentProfileIndex  
float CurrentRotationSpeed  
UAssetViewerSet... DefaultSettings  
UStaticMeshComp... FloorMeshComponent  
UMaterialInstan... InstancedSkyMaterial  
UPostProcessCom... PostProcessComponent  
float PreviousRotation  
FDelegateHandle RefreshDelegate Delegate handle used to refresh the scene when settings change
UStaticMeshComp... SkyComponent  
TSharedPtr< FUI... UICommandList Command list for input handling
float UILightingRigRotationDelta  

Constructors

Type Name Description
  FAdvancedPreviewScene ( ConstructionValues CVS, float InFloorOffset )  

Destructors

Type Name Description
  ~FAdvancedPreviewScene ()  

Functions

Type Name Description
void BindCommands () Bind our command bindings to handlers
const int32 GetCurrentProfileIndex ()  
const UStati... GetFloorMeshComponent ()  
float GetFloorOffset ()  
bool GetFloorVisibility () Sets the visiblity state for the floor/environment by storing it in the scene profile and refreshing the scene, in case bDirect is true it sets the visibility directly and leaves the profile untouched.
const float GetSkyRotation ()  
const bool HandleInputKey ( const FInputKeyEventArgs& EventArg... )  
void HandleToggleEnvironment () Toggle the sky sphere on and off
void HandleToggleFloor () Toggle the floor mesh on and off
void HandleTogglePostProcessing () Toggle post processing on and off
const bool HandleViewportInput ( FViewport* InViewport, FInputDeviceId DeviceId, FKey Key, float Delta, float DeltaTime, int32 NumSamples, bool bGamepad )  
const bool IsUsingPostProcessing ()  
void OnAssetViewerSettingsRefresh ( const FName& InPropertyName ) Handle refreshing the scene when settings change
void SetEnvironmentVisibility ( const bool bVisible, const bool bDirect )  
void SetFloorOffset ( const float InFloorOffset )  
void SetFloorVisibility ( const bool bVisible, const bool bDirect )  
void SetProfileIndex ( const int32 InProfileIndex )  
void SetSkyRotation ( const float SkyRotation )  
void UpdateScene ( FPreviewSceneProfile& Profile, bool bUpdateSkyLight, bool bUpdateEnvironment, bool bUpdatePostProcessing, bool bUpdateDirectionalLight )  

Overridden from FPreviewScene

Type Name Description
FLinearColor GetBackgroundColor () Begin FPreviewScene

Overridden from FTickableObjectBase

Type Name Description
TStatId GetStatId () Return the stat id to use for this tickable
ETickableTic... GetTickableTickType () Virtual that can be overloaded by the inheriting class.
void Tick ( float DeltaTime ) End FPreviewScene Begin FTickableEditorObject

Deprecated Functions

Type Name Description
const bool HandleInputKey ( FViewport* InViewport, int32 ControllerId, FKey Key, EInputEvent Event, float AmountDepressed, bool Gamepad ) This version of HandleInputKey is deprecated. Please use the version that takes EventArgs instead.
const bool HandleViewportInput ( FViewport* InViewport, int32 ControllerId, FKey Key, float Delta, float DeltaTime, int32 NumSamples, bool bGamepad ) This version of HandleInputKey is deprecated. Please use the version that takes EventArgs instead.

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