virtual FPrimitiveViewRelevance GetViewRelevance(const FSceneView* View) const override
	{
		FPrimitiveViewRelevance Result;
		Result.bDrawRelevance = IsShown(View) && View->Family->EngineShowFlags.CameraFrustums;
		Result.bDynamicRelevance = true;
		Result.bShadowRelevance = IsShadowCast(View);
		Result.bEditorPrimitiveRelevance = UseEditorCompositing(View);
		return Result;
	}
Ejemplo n.º 2
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		virtual FPrimitiveViewRelevance GetViewRelevance(const FSceneView* View) override
		{
			const bool bVisible = !bDrawOnlyIfSelected || IsSelected();
			FPrimitiveViewRelevance Result;
			Result.bDrawRelevance = IsShown(View) && bVisible;
			Result.bDynamicRelevance = true;
			Result.bShadowRelevance = IsShadowCast(View);
			Result.bEditorPrimitiveRelevance = UseEditorCompositing(View);
			return Result;
		}
FPrimitiveViewRelevance FNavLinkRenderingProxy::GetViewRelevance(const FSceneView* View)
{
	FPrimitiveViewRelevance Result;
	Result.bDrawRelevance = IsShown(View) && IsSelected() && (View && View->Family && View->Family->EngineShowFlags.Navigation);
	Result.bDynamicRelevance = true;
	// ideally the TranslucencyRelevance should be filled out by the material, here we do it conservative
	Result.bSeparateTranslucencyRelevance = Result.bNormalTranslucencyRelevance = IsShown(View);
	Result.bShadowRelevance = IsShadowCast(View);
	Result.bEditorPrimitiveRelevance = UseEditorCompositing(View);
	return Result;
}
Ejemplo n.º 4
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	virtual FPrimitiveViewRelevance GetViewRelevance(const FSceneView* View)
	{
		FPrimitiveViewRelevance Result;
		Result.bDrawRelevance = IsShown(View) && (View->Family->EngineShowFlags.BillboardSprites);
		Result.bDynamicRelevance = true;
#if WITH_EDITORONLY_DATA
		if (bTreatAsASprite)
		{
			if ( GIsEditor && SpriteCategoryIndex != INDEX_NONE && SpriteCategoryIndex < View->SpriteCategoryVisibility.Num() && !View->SpriteCategoryVisibility[ SpriteCategoryIndex ] )
			{
				Result.bDrawRelevance = false;
			}
		}
#endif
		Result.bShadowRelevance = IsShadowCast(View);
		Result.bEditorPrimitiveRelevance = UseEditorCompositing(View);
		return Result;
	}
Ejemplo n.º 5
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	virtual FPrimitiveViewRelevance GetViewRelevance(const FSceneView* View) override
	{
		bool bVisible = View->Family->EngineShowFlags.BillboardSprites;
#if WITH_EDITOR
		if ( GIsEditor && bVisible && SpriteCategoryIndex != INDEX_NONE && SpriteCategoryIndex < View->SpriteCategoryVisibility.Num() )
		{
			bVisible = View->SpriteCategoryVisibility[ SpriteCategoryIndex ];
		}
#endif
		FPrimitiveViewRelevance Result;
		Result.bDrawRelevance = IsShown(View) && bVisible;
		Result.bOpaqueRelevance = true;
		Result.bNormalTranslucencyRelevance = false;
		Result.bDynamicRelevance = true;
		Result.bShadowRelevance = IsShadowCast(View);
		Result.bEditorPrimitiveRelevance = UseEditorCompositing(View);
		return Result;
	}