Limen Framework 0.1 Help

ULimenFastScreenVisibilityChecker

Overview

ULimenFastScreenVisibilityChecker is an actor component designed to determine whether specific stencil masks are visible on the screen. It uses Unreal Engine's rendering graph and scene view extensions to perform these checks efficiently. The component can be configured with a set of stencil masks and provides functionality to add or remove masks dynamically.

Properties

Type

Name

Access

Description

TSet<uint8>

StencilMasks

EditAnywhere, BlueprintReadWrite

A set of stencil masks to check for visibility.

bool

bEnableDebug

EditAnywhere, BlueprintReadWrite

Enables debug logging to track updates and performance metrics.

int32

MaximumFrameBuffering

EditAnywhere, BlueprintReadWrite

The maximum number of frame buffers to use for readback operations.

Functions

Return Type

Signature

Description

bool

IsVisible(uint8 Mask) const

Checks if a specific stencil mask is currently visible on the screen.

void

AddStencilMask(uint8 InMask)

Adds a new stencil mask to be checked for visibility.

void

RemoveStencilMask(uint8 InMask)

Removes a stencil mask from being checked for visibility.

Usage & Implementation Notes

  • Threading Constraints: The component uses Unreal Engine's rendering graph and scene view extensions, which are thread-safe.

  • Replication Requirements: This component is not designed to be replicated across networked clients.

  • Memory Lifetime Management: Proper management of GPU resources (buffers and readbacks) ensures efficient memory usage. The component automatically handles the creation and destruction of these resources based on the MaximumFrameBuffering setting.

  • Initialization Dependencies: The component requires a valid render target for its operations, which is typically set up by Unreal Engine's rendering system.

Properties

Type

Name

Access

Description

TSet<uint8>

StencilMasks

EditAnywhere, BlueprintReadWrite

A set of stencil masks to check for visibility.

bool

bEnableDebug

EditAnywhere, BlueprintReadWrite

Enables debug logging to track updates and performance metrics.

int32

MaximumFrameBuffering

EditAnywhere, BlueprintReadWrite

The maximum number of frame buffers to use for readback operations.

Functions

Return Type

Signature

Description

bool

IsVisible(uint8 Mask) const

Checks if a specific stencil mask is currently visible on the screen.

void

AddStencilMask(uint8 InMask)

Adds a new stencil mask to be checked for visibility.

void

RemoveStencilMask(uint8 InMask)

Removes a stencil mask from being checked for visibility.

Usage & Implementation Notes

  • Threading Constraints: The component uses Unreal Engine's rendering graph and scene view extensions, which are thread-safe.

  • Replication Requirements: This component is not designed to be replicated across networked clients.

  • Memory Lifetime Management: Proper management of GPU resources (buffers and readbacks) ensures efficient memory usage. The component automatically handles the creation and destruction of these resources based on the MaximumFrameBuffering setting.

  • Initialization Dependencies: The component requires a valid render target for its operations, which is typically set up by Unreal Engine's rendering system.

Properties

Type

Name

Access

Description

TSet<uint8>

StencilMasks

EditAnywhere, BlueprintReadWrite

A set of stencil masks to check for visibility.

bool

bEnableDebug

EditAnywhere, BlueprintReadWrite

Enables debug logging to track updates and performance metrics.

int32

MaximumFrameBuffering

EditAnywhere, BlueprintReadWrite

The maximum number of frame buffers to use for readback operations.

Functions

Return Type

Signature

Description

bool

IsVisible(uint8 Mask) const

Checks if a specific stencil mask is currently visible on the screen.

void

AddStencilMask(uint8 InMask)

Adds a new stencil mask to be checked for visibility.

void

RemoveStencilMask(uint8 InMask)

Removes a stencil mask from being checked for visibility.

Usage & Implementation Notes

  • Threading Constraints: The component uses Unreal Engine's rendering graph and scene view extensions, which are thread-safe.

  • Replication Requirements: This component is not designed to be replicated across networked clients.

  • Memory Lifetime Management: Proper management of GPU resources (buffers and readbacks) ensures efficient memory usage. The component automatically handles the creation and destruction of these resources based on the MaximumFrameBuffering setting.

  • Initialization Dependencies: The component requires a valid render target for its operations, which is typically set up by Unreal Engine's rendering system.

Properties

Type

Name

Access

Description

TSet<uint8>

StencilMasks

EditAnywhere, BlueprintReadWrite

A set of stencil masks to check for visibility.

bool

bEnableDebug

EditAnywhere, BlueprintReadWrite

Enables debug logging to track updates and performance metrics.

int32

MaximumFrameBuffering

EditAnywhere, BlueprintReadWrite

The maximum number of frame buffers to use for readback operations.

Functions

Return Type

Signature

Description

bool

IsVisible(uint8 Mask) const

Checks if a specific stencil mask is currently visible on the screen.

void

AddStencilMask(uint8 InMask)

Adds a new stencil mask to be checked for visibility.

void

RemoveStencilMask(uint8 InMask)

Removes a stencil mask from being checked for visibility.

Usage & Implementation Notes

  • Threading Constraints: The component uses Unreal Engine's rendering graph and scene view extensions, which are thread-safe.

  • Replication Requirements: This component is not designed to be replicated across networked clients.

  • Memory Lifetime Management: Proper management of GPU resources (buffers and readbacks) ensures efficient memory usage. The component automatically handles the creation and destruction of these resources based on the MaximumFrameBuffering setting.

  • Initialization Dependencies: The component requires a valid render target for its operations, which is typically set up by Unreal Engine's rendering system.

Properties

Type

Name

Access

Description

TSet<uint8>

StencilMasks

EditAnywhere, BlueprintReadWrite

A set of stencil masks to check for visibility.

bool

bEnableDebug

EditAnywhere, BlueprintReadWrite

Enables debug logging to track updates and performance metrics.

int32

MaximumFrameBuffering

EditAnywhere, BlueprintReadWrite

The maximum number of frame buffers to use for readback operations.

Functions

Return Type

Signature

Description

bool

IsVisible(uint8 Mask) const

Checks if a specific stencil mask is currently visible on the screen.

void

AddStencilMask(uint8 InMask)

Adds a new stencil mask to be checked for visibility.

void

RemoveStencilMask(uint8 InMask)

Removes a stencil mask from being checked for visibility.

Usage & Implementation Notes

  • Threading Constraints: The component uses Unreal Engine's rendering graph and scene view extensions, which are thread-safe.

  • Replication Requirements: This component is not designed to be replicated across networked clients.

  • Memory Lifetime Management: Proper management of GPU resources (buffers and readbacks) ensures efficient memory usage. The component automatically handles the creation and destruction of these resources based on the MaximumFrameBuffering setting.

  • Initialization Dependencies: The component requires a valid render target for its operations, which is typically set up by Unreal Engine's rendering system.

Properties

Type

Name

Access

Description

TSet<uint8>

StencilMasks

EditAnywhere, BlueprintReadWrite

A set of stencil masks to check for visibility.

bool

bEnableDebug

EditAnywhere, BlueprintReadWrite

Enables debug logging to track updates and performance metrics.

int32

MaximumFrameBuffering

EditAnywhere, BlueprintReadWrite

The maximum number of frame buffers to use for readback operations.

Functions

Return Type

Signature

Description

bool

IsVisible(uint8 Mask) const

Checks if a specific stencil mask is currently visible on the screen.

void

AddStencilMask(uint8 InMask)

Adds a new stencil mask to be checked for visibility.

void

RemoveStencilMask(uint8 InMask)

Removes a stencil mask from being checked for visibility.

Usage & Implementation Notes

  • Threading Constraints: The component uses Unreal Engine's rendering graph and scene view extensions, which are thread-safe.

  • Replication Requirements: This component is not designed to be replicated across networked clients.

  • Memory Lifetime Management: Proper management of GPU resources (buffers and readbacks) ensures efficient memory usage. The component automatically handles the creation and destruction of these resources based on the MaximumFrameBuffering setting.

  • Initialization Dependencies: The component requires a valid render target for its operations, which is typically set up by Unreal Engine's rendering system.

Properties

Type

Name

Access

Description

TSet<uint8>

StencilMasks

EditAnywhere, BlueprintReadWrite

A set of stencil masks to check for visibility.

bool

bEnableDebug

EditAnywhere, BlueprintReadWrite

Enables debug logging to track updates and performance metrics.

int32

MaximumFrameBuffering

EditAnywhere, BlueprintReadWrite

The maximum number of frame buffers to use for readback operations.

Functions

Return Type

Signature

Description

bool

IsVisible(uint8 Mask) const

Checks if a specific stencil mask is currently visible on the screen.

void

AddStencilMask(uint8 InMask)

Adds a new stencil mask to be checked for visibility.

void

RemoveStencilMask(uint8 InMask)

Removes a stencil mask from being checked for visibility.

Usage & Implementation Notes

  • Threading Constraints: The component uses Unreal Engine's rendering graph and scene view extensions, which are thread-safe.

  • Replication Requirements: This component is not designed to be replicated across networked clients.

  • Memory Lifetime Management: Proper management of GPU resources (buffers and readbacks) ensures efficient memory usage. The component automatically handles the creation and destruction of these resources based on the MaximumFrameBuffering setting.

  • Initialization Dependencies: The component requires a valid render target for its operations, which is typically set up by Unreal Engine's rendering system.

Properties

Type

Name

Access

Description

TSet<uint8>

StencilMasks

EditAnywhere, BlueprintReadWrite

A set of stencil masks to check for visibility.

bool

bEnableDebug

EditAnywhere, BlueprintReadWrite

Enables debug logging to track updates and performance metrics.

int32

MaximumFrameBuffering

EditAnywhere, BlueprintReadWrite

The maximum number of frame buffers to use for readback operations.

Functions

Return Type

Signature

Description

bool

IsVisible(uint8 Mask) const

Checks if a specific stencil mask is currently visible on the screen.

void

AddStencilMask(uint8 InMask)

Adds a new stencil mask to be checked for visibility.

void

RemoveStencilMask(uint8 InMask)

Removes a stencil mask from being checked for visibility.

Usage & Implementation Notes

  • Threading Constraints: The component uses Unreal Engine's rendering graph and scene view extensions, which are thread-safe.

  • Replication Requirements: This component is not designed to be replicated across networked clients.

  • Memory Lifetime Management: Proper management of GPU resources (buffers and readbacks) ensures efficient memory usage. The component automatically handles the creation and destruction of these resources based on the MaximumFrameBuffering setting.

  • Initialization Dependencies: The component requires a valid render target for its operations, which is typically set up by Unreal Engine's rendering system.

Properties

Type

Name

Access

Description

TSet<uint8>

StencilMasks

EditAnywhere, BlueprintReadWrite

A set of stencil masks to check for visibility.

bool

bEnableDebug

EditAnywhere, BlueprintReadWrite

Enables debug logging to track updates and performance metrics.

int32

MaximumFrameBuffering

EditAnywhere, BlueprintReadWrite

The maximum number of frame buffers to use for readback operations.

Functions

Return Type

Signature

Description

bool

IsVisible(uint8 Mask) const

Checks if a specific stencil mask is currently visible on the screen.

void

AddStencilMask(uint8 InMask)

Adds a new stencil mask to be checked for visibility.

void

RemoveStencilMask(uint8 InMask)

Removes a stencil mask from being checked for visibility.

Usage & Implementation Notes

  • Threading Constraints: The component uses Unreal Engine's rendering graph and scene view extensions, which are thread-safe.

  • Replication Requirements: This component is not designed to be replicated across networked clients.

  • Memory Lifetime Management: Proper management of GPU resources (buffers and readbacks) ensures efficient memory usage. The component automatically handles the creation and destruction of these resources based on the MaximumFrameBuffering setting.

  • Initialization Dependencies: The component requires a valid render target for its operations, which is typically set up by Unreal Engine's rendering system.

Properties

Type

Name

Access

Description

TSet<uint8>

StencilMasks

EditAnywhere, BlueprintReadWrite

A set of stencil masks to check for visibility.

bool

bEnableDebug

EditAnywhere, BlueprintReadWrite

Enables debug logging to track updates and performance metrics.

int32

MaximumFrameBuffering

EditAnywhere, BlueprintReadWrite

The maximum number of frame buffers to use for readback operations.

Functions

Return Type

Signature

Description

bool

IsVisible(uint8 Mask) const

Checks if a specific stencil mask is currently visible on the screen.

void

AddStencilMask(uint8 InMask)

Adds a new stencil mask to be checked for visibility.

void

RemoveStencilMask(uint8 InMask)

Removes a stencil mask from being checked for visibility.

Usage & Implementation Notes

  • Threading Constraints: The component uses Unreal Engine's rendering graph and scene view extensions, which are thread-safe.

  • Replication Requirements: This component is not designed to be replicated across networked clients.

  • Memory Lifetime Management: Proper management of GPU resources (buffers and readbacks) ensures efficient memory usage. The component automatically handles the creation and destruction of these resources based on the MaximumFrameBuffering setting.

  • Initialization Dependencies: The component requires a valid render target for its operations, which is typically set up by Unreal Engine's rendering system.

Properties

Type

Name

Access

Description

TSet<uint8>

StencilMasks

EditAnywhere, BlueprintReadWrite

A set of stencil masks to check for visibility.

bool

bEnableDebug

EditAnywhere, BlueprintReadWrite

Enables debug logging to track updates and performance metrics.

int32

MaximumFrameBuffering

EditAnywhere, BlueprintReadWrite

The maximum number of frame buffers to use for readback operations.

Functions

Return Type

Signature

Description

bool

IsVisible(uint8 Mask) const

Checks if a specific stencil mask is currently visible on the screen.

void

AddStencilMask(uint8 InMask)

Adds a new stencil mask to be checked for visibility.

void

RemoveStencilMask(uint8 InMask)

Removes a stencil mask from being checked for visibility.

Usage & Implementation Notes

  • Threading Constraints: The component uses Unreal Engine's rendering graph and scene view extensions, which are thread-safe.

  • Replication Requirements: This component is not designed to be replicated across networked clients.

  • Memory Lifetime Management: Proper management of GPU resources (buffers and readbacks) ensures efficient memory usage. The component automatically handles the creation and destruction of these resources based on the MaximumFrameBuffering setting.

  • Initialization Dependencies: The component requires a valid render target for its operations, which is typically set up by Unreal Engine's rendering system.

Properties

Type

Name

Access

Description

TSet<uint8>

StencilMasks

EditAnywhere, BlueprintReadWrite

A set of stencil masks to check for visibility.

bool

bEnableDebug

EditAnywhere, BlueprintReadWrite

Enables debug logging to track updates and performance metrics.

int32

MaximumFrameBuffering

EditAnywhere, BlueprintReadWrite

The maximum number of frame buffers to use for readback operations.

Functions

Return Type

Signature

Description

bool

IsVisible(uint8 Mask) const

Checks if a specific stencil mask is currently visible on the screen.

void

AddStencilMask(uint8 InMask)

Adds a new stencil mask to be checked for visibility.

void

RemoveStencilMask(uint8 InMask)

Removes a stencil mask from being checked for visibility.

Usage & Implementation Notes

  • Threading Constraints: The component uses Unreal Engine's rendering graph and scene view extensions, which are thread-safe.

  • Replication Requirements: This component is not designed to be replicated across networked clients.

  • Memory Lifetime Management: Proper management of GPU resources (buffers and readbacks) ensures efficient memory usage. The component automatically handles the creation and destruction of these resources based on the MaximumFrameBuffering setting.

  • Initialization Dependencies: The component requires a valid render target for its operations, which is typically set up by Unreal Engine's rendering system.

Properties

Type

Name

Access

Description

TSet<uint8>

StencilMasks

EditAnywhere, BlueprintReadWrite

A set of stencil masks to check for visibility.

bool

bEnableDebug

EditAnywhere, BlueprintReadWrite

Enables debug logging to track updates and performance metrics.

int32

MaximumFrameBuffering

EditAnywhere, BlueprintReadWrite

The maximum number of frame buffers to use for readback operations.

Functions

Return Type

Signature

Description

bool

IsVisible(uint8 Mask) const

Checks if a specific stencil mask is currently visible on the screen.

void

AddStencilMask(uint8 InMask)

Adds a new stencil mask to be checked for visibility.

void

RemoveStencilMask(uint8 InMask)

Removes a stencil mask from being checked for visibility.

Usage & Implementation Notes

  • Threading Constraints: The component uses Unreal Engine's rendering graph and scene view extensions, which are thread-safe.

  • Replication Requirements: This component is not designed to be replicated across networked clients.

  • Memory Lifetime Management: Proper management of GPU resources (buffers and readbacks) ensures efficient memory usage. The component automatically handles the creation and destruction of these resources based on the MaximumFrameBuffering setting.

  • Initialization Dependencies: The component requires a valid render target for its operations, which is typically set up by Unreal Engine's rendering system.

Properties

Type

Name

Access

Description

TSet<uint8>

StencilMasks

EditAnywhere, BlueprintReadWrite

A set of stencil masks to check for visibility.

bool

bEnableDebug

EditAnywhere, BlueprintReadWrite

Enables debug logging to track updates and performance metrics.

int32

MaximumFrameBuffering

EditAnywhere, BlueprintReadWrite

The maximum number of frame buffers to use for readback operations.

Functions

Return Type

Signature

Description

bool

IsVisible(uint8 Mask) const

Checks if a specific stencil mask is currently visible on the screen.

void

AddStencilMask(uint8 InMask)

Adds a new stencil mask to be checked for visibility.

void

RemoveStencilMask(uint8 InMask)

Removes a stencil mask from being checked for visibility.

Usage & Implementation Notes

  • Threading Constraints: The component uses Unreal Engine's rendering graph and scene view extensions, which are thread-safe.

  • Replication Requirements: This component is not designed to be replicated across networked clients.

  • Memory Lifetime Management: Proper management of GPU resources (buffers and readbacks) ensures efficient memory usage. The component automatically handles the creation and destruction of these resources based on the MaximumFrameBuffering setting.

  • Initialization Dependencies: The component requires a valid render target for its operations, which is typically set up by Unreal Engine's rendering system.

Properties

Type

Name

Access

Description

TSet<uint8>

StencilMasks

EditAnywhere, BlueprintReadWrite

A set of stencil masks to check for visibility.

bool

bEnableDebug

EditAnywhere, BlueprintReadWrite

Enables debug logging to track updates and performance metrics.

int32

MaximumFrameBuffering

EditAnywhere, BlueprintReadWrite

The maximum number of frame buffers to use for readback operations.

Functions

Return Type

Signature

Description

bool

IsVisible(uint8 Mask) const

Checks if a specific stencil mask is currently visible on the screen.

void

AddStencilMask(uint8 InMask)

Adds a new stencil mask to be checked for visibility.

void

RemoveStencilMask(uint8 InMask)

Removes a stencil mask from being checked for visibility.

Usage & Implementation Notes

  • Threading Constraints: The component uses Unreal Engine's rendering graph and scene view extensions, which are thread-safe.

  • Replication Requirements: This component is not designed to be replicated across networked clients.

  • Memory Lifetime Management: Proper management of GPU resources (buffers and readbacks) ensures efficient memory usage. The component automatically handles the creation and destruction of these resources based on the MaximumFrameBuffering setting.

  • Initialization Dependencies: The component requires a valid render target for its operations, which is typically set up by Unreal Engine's rendering system.

Properties

Type

Name

Access

Description

TSet<uint8>

StencilMasks

EditAnywhere, BlueprintReadWrite

A set of stencil masks to check for visibility.

bool

bEnableDebug

EditAnywhere, BlueprintReadWrite

Enables debug logging to track updates and performance metrics.

int32

MaximumFrameBuffering

EditAnywhere, BlueprintReadWrite

The maximum number of frame buffers to use for readback operations.

Functions

Return Type

Signature

Description

bool

IsVisible(uint8 Mask) const

Checks if a specific stencil mask is currently visible on the screen.

void

AddStencilMask(uint8 InMask)

Adds a new stencil mask to be checked for visibility.

void

RemoveStencilMask(uint8 InMask)

Removes a stencil mask from being checked for visibility.

Usage & Implementation Notes

  • Threading Constraints: The component uses Unreal Engine's rendering graph and scene view extensions, which are thread-safe.

  • Replication Requirements: This component is not designed to be replicated across networked clients.

  • Memory Lifetime Management: Proper management of GPU resources (buffers and readbacks) ensures efficient memory usage. The component automatically handles the creation and destruction of these resources based on the MaximumFrameBuffering setting.

  • Initialization Dependencies: The component requires a valid render target for its operations, which is typically set up by Unreal Engine's rendering system.

Properties

Type

Name

Access

Description

TSet<uint8>

StencilMasks

EditAnywhere, BlueprintReadWrite

A set of stencil masks to check for visibility.

bool

bEnableDebug

EditAnywhere, BlueprintReadWrite

Enables debug logging to track updates and performance metrics.

int32

MaximumFrameBuffering

EditAnywhere, BlueprintReadWrite

The maximum number of frame buffers to use for readback operations.

Functions

Return Type

Signature

Description

bool

IsVisible(uint8 Mask) const

Checks if a specific stencil mask is currently visible on the screen.

void

AddStencilMask(uint8 InMask)

Adds a new stencil mask to be checked for visibility.

void

RemoveStencilMask(uint8 InMask)

Removes a stencil mask from being checked for visibility.

Usage & Implementation Notes

  • Threading Constraints: The component uses Unreal Engine's rendering graph and scene view extensions, which are thread-safe.

  • Replication Requirements: This component is not designed to be replicated across networked clients.

  • Memory Lifetime Management: Proper management of GPU resources (buffers and readbacks) ensures efficient memory usage. The component automatically handles the creation and destruction of these resources based on the MaximumFrameBuffering setting.

  • Initialization Dependencies: The component requires a valid render target for its operations, which is typically set up by Unreal Engine's rendering system.

Properties

Type

Name

Access

Description

TSet<uint8>

StencilMasks

EditAnywhere, BlueprintReadWrite

A set of stencil masks to check for visibility.

bool

bEnableDebug

EditAnywhere, BlueprintReadWrite

Enables debug logging to track updates and performance metrics.

int32

MaximumFrameBuffering

EditAnywhere, BlueprintReadWrite

The maximum number of frame buffers to use for readback operations.

Functions

Return Type

Signature

Description

bool

IsVisible(uint8 Mask) const

Checks if a specific stencil mask is currently visible on the screen.

void

AddStencilMask(uint8 InMask)

Adds a new stencil mask to be checked for visibility.

void

RemoveStencilMask(uint8 InMask)

Removes a stencil mask from being checked for visibility.

Usage & Implementation Notes

  • Threading Constraints: The component uses Unreal Engine's rendering graph and scene view extensions, which are thread-safe.

  • Replication Requirements: This component is not designed to be replicated across networked clients.

  • Memory Lifetime Management: Proper management of GPU resources (buffers and readbacks) ensures efficient memory usage. The component automatically handles the creation and destruction of these resources based on the MaximumFrameBuffering setting.

  • Initialization Dependencies: The component requires a valid render target for its operations, which is typically set up by Unreal Engine's rendering system.

Properties

Type

Name

Access

Description

TSet<uint8>

StencilMasks

EditAnywhere, BlueprintReadWrite

A set of stencil masks to check for visibility.

bool

bEnableDebug

EditAnywhere, BlueprintReadWrite

Enables debug logging to track updates and performance metrics.

int32

MaximumFrameBuffering

EditAnywhere, BlueprintReadWrite

The maximum number of frame buffers to use for readback operations.

Functions

Return Type

Signature

Description

bool

IsVisible(uint8 Mask) const

Checks if a specific stencil mask is currently visible on the screen.

void

AddStencilMask(uint8 InMask)

Adds a new stencil mask to be checked for visibility.

void

RemoveStencilMask(uint8 InMask)

Removes a stencil mask from being checked for visibility.

Usage & Implementation Notes

  • Threading Constraints: The component uses Unreal Engine's rendering graph and scene view extensions, which are thread-safe.

  • Replication Requirements: This component is not designed to be replicated across networked clients.

  • Memory Lifetime Management: Proper management of GPU resources (buffers and readbacks) ensures efficient memory usage. The component automatically handles the creation and destruction of these resources based on the MaximumFrameBuffering setting.

  • Initialization Dependencies: The component requires a valid render target for its operations, which is typically set up by Unreal Engine's rendering system.

Properties

Type

Name

Access

Description

TSet<uint8>

StencilMasks

EditAnywhere, BlueprintReadWrite

A set of stencil masks to check for visibility.

bool

bEnableDebug

EditAnywhere, BlueprintReadWrite

Enables debug logging to track updates and performance metrics.

int32

MaximumFrameBuffering

EditAnywhere, BlueprintReadWrite

The maximum number of frame buffers to use for readback operations.

Functions

Return Type

Signature

Description

bool

IsVisible(uint8 Mask) const

Checks if a specific stencil mask is currently visible on the screen.

void

AddStencilMask(uint8 InMask)

Adds a new stencil mask to be checked for visibility.

void

RemoveStencilMask(uint8 InMask)

Removes a stencil mask from being checked for visibility.

Usage & Implementation Notes

  • Threading Constraints: The component uses Unreal Engine's rendering graph and scene view extensions, which are thread-safe.

  • Replication Requirements: This component is not designed to be replicated across networked clients.

  • Memory Lifetime Management: Proper management of GPU resources (buffers and readbacks) ensures efficient memory usage. The component automatically handles the creation and destruction of these resources based on the MaximumFrameBuffering setting.

  • Initialization Dependencies: The component requires a valid render target for its operations, which is typically set up by Unreal Engine's rendering system.

Properties

Type

Name

Access

Description

TSet<uint8>

StencilMasks

EditAnywhere, BlueprintReadWrite

A set of stencil masks to check for visibility.

bool

bEnableDebug

EditAnywhere, BlueprintReadWrite

Enables debug logging to track updates and performance metrics.

int32

MaximumFrameBuffering

EditAnywhere, BlueprintReadWrite

The maximum number of frame buffers to use for readback operations.

Functions

Return Type

Signature

Description

bool

IsVisible(uint8 Mask) const

Checks if a specific stencil mask is currently visible on the screen.

void

AddStencilMask(uint8 InMask)

Adds a new stencil mask to be checked for visibility.

void

RemoveStencilMask(uint8 InMask)

Removes a stencil mask from being checked for visibility.

Usage & Implementation Notes

  • Threading Constraints: The component uses Unreal Engine's rendering graph and scene view extensions, which are thread-safe.

  • Replication Requirements: This component is not designed to be replicated across networked clients.

  • Memory Lifetime Management: Proper management of GPU resources (buffers and readbacks) ensures efficient memory usage. The component automatically handles the creation and destruction of these resources based on the MaximumFrameBuffering setting.

  • Initialization Dependencies: The component requires a valid render target for its operations, which is typically set up by Unreal Engine's rendering system.

Properties

Type

Name

Access

Description

TSet<uint8>

StencilMasks

EditAnywhere, BlueprintReadWrite

A set of stencil masks to check for visibility.

bool

bEnableDebug

EditAnywhere, BlueprintReadWrite

Enables debug logging to track updates and performance metrics.

int32

MaximumFrameBuffering

EditAnywhere, BlueprintReadWrite

The maximum number of frame buffers to use for readback operations.

Functions

Return Type

Signature

Description

bool

IsVisible(uint8 Mask) const

Checks if a specific stencil mask is currently visible on the screen.

void

AddStencilMask(uint8 InMask)

Adds a new stencil mask to be checked for visibility.

void

RemoveStencilMask(uint8 InMask)

Removes a stencil mask from being checked for visibility.

Usage & Implementation Notes

  • Threading Constraints: The component uses Unreal Engine's rendering graph and scene view extensions, which are thread-safe.

  • Replication Requirements: This component is not designed to be replicated across networked clients.

  • Memory Lifetime Management: Proper management of GPU resources (buffers and readbacks) ensures efficient memory usage. The component automatically handles the creation and destruction of these resources based on the MaximumFrameBuffering setting.

  • Initialization Dependencies: The component requires a valid render target for its operations, which is typically set up by Unreal Engine's rendering system.

Properties

Type

Name

Access

Description

TSet<uint8>

StencilMasks

EditAnywhere, BlueprintReadWrite

A set of stencil masks to check for visibility.

bool

bEnableDebug

EditAnywhere, BlueprintReadWrite

Enables debug logging to track updates and performance metrics.

int32

MaximumFrameBuffering

EditAnywhere, BlueprintReadWrite

The maximum number of frame buffers to use for readback operations.

Functions

Return Type

Signature

Description

bool

IsVisible(uint8 Mask) const

Checks if a specific stencil mask is currently visible on the screen.

void

AddStencilMask(uint8 InMask)

Adds a new stencil mask to be checked for visibility.

void

RemoveStencilMask(uint8 InMask)

Removes a stencil mask from being checked for visibility.

Usage & Implementation Notes

  • Threading Constraints: The component uses Unreal Engine's rendering graph and scene view extensions, which are thread-safe.

  • Replication Requirements: This component is not designed to be replicated across networked clients.

  • Memory Lifetime Management: Proper management of GPU resources (buffers and readbacks) ensures efficient memory usage. The component automatically handles the creation and destruction of these resources based on the MaximumFrameBuffering setting.

  • Initialization Dependencies: The component requires a valid render target for its operations, which is typically set up by Unreal Engine's rendering system.

Properties

Type

Name

Access

Description

TSet<uint8>

StencilMasks

EditAnywhere, BlueprintReadWrite

A set of stencil masks to check for visibility.

bool

bEnableDebug

EditAnywhere, BlueprintReadWrite

Enables debug logging to track updates and performance metrics.

int32

MaximumFrameBuffering

EditAnywhere, BlueprintReadWrite

The maximum number of frame buffers to use for readback operations.

Functions

Return Type

Signature

Description

bool

IsVisible(uint8 Mask) const

Checks if a specific stencil mask is currently visible on the screen.

void

AddStencilMask(uint8 InMask)

Adds a new stencil mask to be checked for visibility.

void

RemoveStencilMask(uint8 InMask)

Removes a stencil mask from being checked for visibility.

Usage & Implementation Notes

  • Threading Constraints: The component uses Unreal Engine's rendering graph and scene view extensions, which are thread-safe.

  • Replication Requirements: This component is not designed to be replicated across networked clients.

  • Memory Lifetime Management: Proper management of GPU resources (buffers and readbacks) ensures efficient memory usage. The component automatically handles the creation and destruction of these resources based on the MaximumFrameBuffering setting.

  • Initialization Dependencies: The component requires a valid render target for its operations, which is typically set up by Unreal Engine's rendering system.

Properties

Type

Name

Access

Description

TSet<uint8>

StencilMasks

EditAnywhere, BlueprintReadWrite

A set of stencil masks to check for visibility.

bool

bEnableDebug

EditAnywhere, BlueprintReadWrite

Enables debug logging to track updates and performance metrics.

int32

MaximumFrameBuffering

EditAnywhere, BlueprintReadWrite

The maximum number of frame buffers to use for readback operations.

Functions

Return Type

Signature

Description

bool

IsVisible(uint8 Mask) const

Checks if a specific stencil mask is currently visible on the screen.

void

AddStencilMask(uint8 InMask)

Adds a new stencil mask to be checked for visibility.

void

RemoveStencilMask(uint8 InMask)

Removes a stencil mask from being checked for visibility.

Usage & Implementation Notes

  • Threading Constraints: The component uses Unreal Engine's rendering graph and scene view extensions, which are thread-safe.

  • Replication Requirements: This component is not designed to be replicated across networked clients.

  • Memory Lifetime Management: Proper management of GPU resources (buffers and readbacks) ensures efficient memory usage. The component automatically handles the creation and destruction of these resources based on the MaximumFrameBuffering setting.

  • Initialization Dependencies: The component requires a valid render target for its operations, which is typically set up by Unreal Engine's rendering system.

Properties

Type

Name

Access

Description

TSet<uint8>

StencilMasks

EditAnywhere, BlueprintReadWrite

A set of stencil masks to check for visibility.

bool

bEnableDebug

EditAnywhere, BlueprintReadWrite

Enables debug logging to track updates and performance metrics.

int32

MaximumFrameBuffering

EditAnywhere, BlueprintReadWrite

The maximum number of frame buffers to use for readback operations.

Functions

Return Type

Signature

Description

bool

IsVisible(uint8 Mask) const

Checks if a specific stencil mask is currently visible on the screen.

void

AddStencilMask(uint8 InMask)

Adds a new stencil mask to be checked for visibility.

void

RemoveStencilMask(uint8 InMask)

Removes a stencil mask from being checked for visibility.

Usage & Implementation Notes

  • Threading Constraints: The component uses Unreal Engine's rendering graph and scene view extensions, which are thread-safe.

  • Replication Requirements: This component is not designed to be replicated across networked clients.

  • Memory Lifetime Management: Proper management of GPU resources (buffers and readbacks) ensures efficient memory usage. The component automatically handles the creation and destruction of these resources based on the MaximumFrameBuffering setting.

  • Initialization Dependencies: The component requires a valid render target for its operations, which is typically set up by Unreal Engine's rendering system.

Properties

Type

Name

Access

Description

TSet<uint8>

StencilMasks

EditAnywhere, BlueprintReadWrite

A set of stencil masks to check for visibility.

bool

bEnableDebug

EditAnywhere, BlueprintReadWrite

Enables debug logging to track updates and performance metrics.

int32

MaximumFrameBuffering

EditAnywhere, BlueprintReadWrite

The maximum number of frame buffers to use for readback operations.

Functions

Return Type

Signature

Description

bool

IsVisible(uint8 Mask) const

Checks if a specific stencil mask is currently visible on the screen.

void

AddStencilMask(uint8 InMask)

Adds a new stencil mask to be checked for visibility.

void

RemoveStencilMask(uint8 InMask)

Removes a stencil mask from being checked for visibility.

Usage & Implementation Notes

  • Threading Constraints: The component uses Unreal Engine's rendering graph and scene view extensions, which are thread-safe.

  • Replication Requirements: This component is not designed to be replicated across networked clients.

  • Memory Lifetime Management: Proper management of GPU resources (buffers and readbacks) ensures efficient memory usage. The component automatically handles the creation and destruction of these resources based on the MaximumFrameBuffering setting.

  • Initialization Dependencies: The component requires a valid render target for its operations, which is typically set up by Unreal Engine's rendering system.

Properties

Type

Name

Access

Description

TSet<uint8>

StencilMasks

EditAnywhere, BlueprintReadWrite

A set of stencil masks to check for visibility.

bool

bEnableDebug

EditAnywhere, BlueprintReadWrite

Enables debug logging to track updates and performance metrics.

int32

MaximumFrameBuffering

EditAnywhere, BlueprintReadWrite

The maximum number of frame buffers to use for readback operations.

Functions

Return Type

Signature

Description

bool

IsVisible(uint8 Mask) const

Checks if a specific stencil mask is currently visible on the screen.

void

AddStencilMask(uint8 InMask)

Adds a new stencil mask to be checked for visibility.

void

RemoveStencilMask(uint8 InMask)

Removes a stencil mask from being checked for visibility.

Usage & Implementation Notes

  • Threading Constraints: The component uses Unreal Engine's rendering graph and scene view extensions, which are thread-safe.

  • Replication Requirements: This component is not designed to be replicated across networked clients.

  • Memory Lifetime Management: Proper management of GPU resources (buffers and readbacks) ensures efficient memory usage. The component automatically handles the creation and destruction of these resources based on the MaximumFrameBuffering setting.

  • Initialization Dependencies: The component requires a valid render target for its operations, which is typically set up by Unreal Engine's rendering system.

Properties

Type

Name

Access

Description

TSet<uint8>

StencilMasks

EditAnywhere, BlueprintReadWrite

A set of stencil masks to check for visibility.

bool

bEnableDebug

EditAnywhere, BlueprintReadWrite

Enables debug logging to track updates and performance metrics.

int32

MaximumFrameBuffering

EditAnywhere, BlueprintReadWrite

The maximum number of frame buffers to use for readback operations.

Functions

Return Type

Signature

Description

bool

IsVisible(uint8 Mask) const

Checks if a specific stencil mask is currently visible on the screen.

void

AddStencilMask(uint8 InMask)

Adds a new stencil mask to be checked for visibility.

void

RemoveStencilMask(uint8 InMask)

Removes a stencil mask from being checked for visibility.

Usage & Implementation Notes

  • Threading Constraints: The component uses Unreal Engine's rendering graph and scene view extensions, which are thread-safe.

  • Replication Requirements: This component is not designed to be replicated across networked clients.

  • Memory Lifetime Management: Proper management of GPU resources (buffers and readbacks) ensures efficient memory usage. The component automatically handles the creation and destruction of these resources based on the MaximumFrameBuffering setting.

  • Initialization Dependencies: The component requires a valid render target for its operations, which is typically set up by Unreal Engine's rendering system.

Properties

Type

Name

Access

Description

TSet<uint8>

StencilMasks

EditAnywhere, BlueprintReadWrite

A set of stencil masks to check for visibility.

bool

bEnableDebug

EditAnywhere, BlueprintReadWrite

Enables debug logging to track updates and performance metrics.

int32

MaximumFrameBuffering

EditAnywhere, BlueprintReadWrite

The maximum number of frame buffers to use for readback operations.

Functions

Return Type

Signature

Description

bool

IsVisible(uint8 Mask) const

Checks if a specific stencil mask is currently visible on the screen.

void

AddStencilMask(uint8 InMask)

Adds a new stencil mask to be checked for visibility.

void

RemoveStencilMask(uint8 InMask)

Removes a stencil mask from being checked for visibility.

Usage & Implementation Notes

  • Threading Constraints: The component uses Unreal Engine's rendering graph and scene view extensions, which are thread-safe.

  • Replication Requirements: This component is not designed to be replicated across networked clients.

  • Memory Lifetime Management: Proper management of GPU resources (buffers and readbacks) ensures efficient memory usage. The component automatically handles the creation and destruction of these resources based on the MaximumFrameBuffering setting.

  • Initialization Dependencies: The component requires a valid render target for its operations, which is typically set up by Unreal Engine's rendering system.

Properties

Type

Name

Access

Description

TSet<uint8>

StencilMasks

EditAnywhere, BlueprintReadWrite

A set of stencil masks to check for visibility.

bool

bEnableDebug

EditAnywhere, BlueprintReadWrite

Enables debug logging to track updates and performance metrics.

int32

MaximumFrameBuffering

EditAnywhere, BlueprintReadWrite

The maximum number of frame buffers to use for readback operations.

Functions

Return Type

Signature

Description

bool

IsVisible(uint8 Mask) const

Checks if a specific stencil mask is currently visible on the screen.

void

AddStencilMask(uint8 InMask)

Adds a new stencil mask to be checked for visibility.

void

RemoveStencilMask(uint8 InMask)

Removes a stencil mask from being checked for visibility.

Usage & Implementation Notes

  • Threading Constraints: The component uses Unreal Engine's rendering graph and scene view extensions, which are thread-safe.

  • Replication Requirements: This component is not designed to be replicated across networked clients.

  • Memory Lifetime Management: Proper management of GPU resources (buffers and readbacks) ensures efficient memory usage. The component automatically handles the creation and destruction of these resources based on the MaximumFrameBuffering setting.

  • Initialization Dependencies: The component requires a valid render target for its operations, which is typically set up by Unreal Engine's rendering system.

Properties

Type

Name

Access

Description

TSet<uint8>

StencilMasks

EditAnywhere, BlueprintReadWrite

A set of stencil masks to check for visibility.

bool

bEnableDebug

EditAnywhere, BlueprintReadWrite

Enables debug logging to track updates and performance metrics.

int32

MaximumFrameBuffering

EditAnywhere, BlueprintReadWrite

The maximum number of frame buffers to use for readback operations.

Functions

Return Type

Signature

Description

bool

IsVisible(uint8 Mask) const

Checks if a specific stencil mask is currently visible on the screen.

void

AddStencilMask(uint8 InMask)

Adds a new stencil mask to be checked for visibility.

void

RemoveStencilMask(uint8 InMask)

Removes a stencil mask from being checked for visibility.

Usage & Implementation Notes

  • Threading Constraints: The component uses Unreal Engine's rendering graph and scene view extensions, which are thread-safe.

  • Replication Requirements: This component is not designed to be replicated across networked clients.

  • Memory Lifetime Management: Proper management of GPU resources (buffers and readbacks) ensures efficient memory usage. The component automatically handles the creation and destruction of these resources based on the MaximumFrameBuffering setting.

  • Initialization Dependencies: The component requires a valid render target for its operations, which is typically set up by Unreal Engine's rendering system.

Properties

Type

Name

Access

Description

TSet<uint8>

StencilMasks

EditAnywhere, BlueprintReadWrite

A set of stencil masks to check for visibility.

bool

bEnableDebug

EditAnywhere, BlueprintReadWrite

Enables debug logging to track updates and performance metrics.

int32

MaximumFrameBuffering

EditAnywhere, BlueprintReadWrite

The maximum number of frame buffers to use for readback operations.

Functions

Return Type

Signature

Description

bool

IsVisible(uint8 Mask) const

Checks if a specific stencil mask is currently visible on the screen.

void

AddStencilMask(uint8 InMask)

Adds a new stencil mask to be checked for visibility.

void

RemoveStencilMask(uint8 InMask)

Removes a stencil mask from being checked for visibility.

Usage & Implementation Notes

  • Threading Constraints: The component uses Unreal Engine's rendering graph and scene view extensions, which are thread-safe.

  • Replication Requirements: This component is not designed to be replicated across networked clients.

  • Memory Lifetime Management: Proper management of GPU resources (buffers and readbacks) ensures efficient memory usage. The component automatically handles the creation and destruction of these resources based on the MaximumFrameBuffering setting.

  • Initialization Dependencies: The component requires a valid render target for its operations, which is typically set up by Unreal Engine's rendering system.

Properties

Type

Name

Access

Description

TSet<uint8>

StencilMasks

EditAnywhere, BlueprintReadWrite

A set of stencil masks to check for visibility.

bool

bEnableDebug

EditAnywhere, BlueprintReadWrite

Enables debug logging to track updates and performance metrics.

int32

MaximumFrameBuffering

EditAnywhere, BlueprintReadWrite

The maximum number of frame buffers to use for readback operations.

Functions

Return Type

Signature

Description

bool

IsVisible(uint8 Mask) const

Checks if a specific stencil mask is currently visible on the screen.

void

AddStencilMask(uint8 InMask)

Adds a new stencil mask to be checked for visibility.

void

RemoveStencilMask(uint8 InMask)

Removes a stencil mask from being checked for visibility.

Usage & Implementation Notes

  • Threading Constraints: The component uses Unreal Engine's rendering graph and scene view extensions, which are thread-safe.

  • Replication Requirements: This component is not designed to be replicated across networked clients.

  • Memory Lifetime Management: Proper management of GPU resources (buffers and readbacks) ensures efficient memory usage. The component automatically handles the creation and destruction of these resources based on the MaximumFrameBuffering setting.

  • Initialization Dependencies: The component requires a valid render target for its operations, which is typically set up by Unreal Engine's rendering system.

Properties

Type

Name

Access

Description

TSet<uint8>

StencilMasks

EditAnywhere, BlueprintReadWrite

A set of stencil masks to check for visibility.

bool

bEnableDebug

EditAnywhere, BlueprintReadWrite

Enables debug logging to track updates and performance metrics.

int32

MaximumFrameBuffering

EditAnywhere, BlueprintReadWrite

The maximum number of frame buffers to use for readback operations.

Functions

Return Type

Signature

Description

bool

IsVisible(uint8 Mask) const

Checks if a specific stencil mask is currently visible on the screen.

void

AddStencilMask(uint8 InMask)

Adds a new stencil mask to be checked for visibility.

void

RemoveStencilMask(uint8 InMask)

Removes a stencil mask from being checked for visibility.

Usage & Implementation Notes

  • Threading Constraints: The component uses Unreal Engine's rendering graph and scene view extensions, which are thread-safe.

  • Replication Requirements: This component is not designed to be replicated across networked clients.

  • Memory Lifetime Management: Proper management of GPU resources (buffers and readbacks) ensures efficient memory usage. The component automatically handles the creation and destruction of these resources based on the MaximumFrameBuffering setting.

  • Initialization Dependencies: The component requires a valid render target for its operations, which is typically set up by Unreal Engine's rendering system.

Properties

Type

Name

Access

Description

TSet<uint8>

StencilMasks

EditAnywhere, BlueprintReadWrite

A set of stencil masks to check for visibility.

bool

bEnableDebug

EditAnywhere, BlueprintReadWrite

Enables debug logging to track updates and performance metrics.

int32

MaximumFrameBuffering

EditAnywhere, BlueprintReadWrite

The maximum number of frame buffers to use for readback operations.

Functions

Return Type

Signature

Description

bool

IsVisible(uint8 Mask) const

Checks if a specific stencil mask is currently visible on the screen.

void

AddStencilMask(uint8 InMask)

Adds a new stencil mask to be checked for visibility.

void

RemoveStencilMask(uint8 InMask)

Removes a stencil mask from being checked for visibility.

Usage & Implementation Notes

  • Threading Constraints: The component uses Unreal Engine's rendering graph and scene view extensions, which are thread-safe.

  • Replication Requirements: This component is not designed to be replicated across networked clients.

  • Memory Lifetime Management: Proper management of GPU resources (buffers and readbacks) ensures efficient memory usage. The component automatically handles the creation and destruction of these resources based on the MaximumFrameBuffering setting.

  • Initialization Dependencies: The component requires a valid render target for its operations, which is typically set up by Unreal Engine's rendering system.

Properties

Type

Name

Access

Description

TSet<uint8>

StencilMasks

EditAnywhere, BlueprintReadWrite

A set of stencil masks to check for visibility.

bool

bEnableDebug

EditAnywhere, BlueprintReadWrite

Enables debug logging to track updates and performance metrics.

int32

MaximumFrameBuffering

EditAnywhere, BlueprintReadWrite

The maximum number of frame buffers to use for readback operations.

Functions

Return Type

Signature

Description

bool

IsVisible(uint8 Mask) const

Checks if a specific stencil mask is currently visible on the screen.

void

AddStencilMask(uint8 InMask)

Adds a new stencil mask to be checked for visibility.

void

RemoveStencilMask(uint8 InMask)

Removes a stencil mask from being checked for visibility.

Usage & Implementation Notes

  • Threading Constraints: The component uses Unreal Engine's rendering graph and scene view extensions, which are thread-safe.

  • Replication Requirements: This component is not designed to be replicated across networked clients.

  • Memory Lifetime Management: Proper management of GPU resources (buffers and readbacks) ensures efficient memory usage. The component automatically handles the creation and destruction of these resources based on the MaximumFrameBuffering setting.

  • Initialization Dependencies: The component requires a valid render target for its operations, which is typically set up by Unreal Engine's rendering system.

Properties

Type

Name

Access

Description

TSet<uint8>

StencilMasks

EditAnywhere, BlueprintReadWrite

A set of stencil masks to check for visibility.

bool

bEnableDebug

EditAnywhere, BlueprintReadWrite

Enables debug logging to track updates and performance metrics.

int32

MaximumFrameBuffering

EditAnywhere, BlueprintReadWrite

The maximum number of frame buffers to use for readback operations.

Functions

Return Type

Signature

Description

bool

IsVisible(uint8 Mask) const

Checks if a specific stencil mask is currently visible on the screen.

void

AddStencilMask(uint8 InMask)

Adds a new stencil mask to be checked for visibility.

void

RemoveStencilMask(uint8 InMask)

Removes a stencil mask from being checked for visibility.

Usage & Implementation Notes

  • Threading Constraints: The component uses Unreal Engine's rendering graph and scene view extensions, which are thread-safe.

  • Replication Requirements: This component is not designed to be replicated across networked clients.

  • Memory Lifetime Management: Proper management of GPU resources (buffers and readbacks) ensures efficient memory usage. The component automatically handles the creation and destruction of these resources based on the MaximumFrameBuffering setting.

  • Initialization Dependencies: The component requires a valid render target for its operations, which is typically set up by Unreal Engine's rendering system.

Properties

Type

Name

Access

Description

TSet<uint8>

StencilMasks

EditAnywhere, BlueprintReadWrite

A set of stencil masks to check for visibility.

bool

bEnableDebug

EditAnywhere, BlueprintReadWrite

Enables debug logging to track updates and performance metrics.

int32

MaximumFrameBuffering

EditAnywhere, BlueprintReadWrite

The maximum number of frame buffers to use for readback operations.

Functions

Return Type

Signature

Description

bool

IsVisible(uint8 Mask) const

Checks if a specific stencil mask is currently visible on the screen.

void

AddStencilMask(uint8 InMask)

Adds a new stencil mask to be checked for visibility.

void

RemoveStencilMask(uint8 InMask)

Removes a stencil mask from being checked for visibility.

Usage & Implementation Notes

  • Threading Constraints: The component uses Unreal Engine's rendering graph and scene view extensions, which are thread-safe.

  • Replication Requirements: This component is not designed to be replicated across networked clients.

  • Memory Lifetime Management: Proper management of GPU resources (buffers and readbacks) ensures efficient memory usage. The component automatically handles the creation and destruction of these resources based on the MaximumFrameBuffering setting.

  • Initialization Dependencies: The component requires a valid render target for its operations, which is typically set up by Unreal Engine's rendering system.

Properties

Type

Name

Access

Description

TSet<uint8>

StencilMasks

EditAnywhere, BlueprintReadWrite

A set of stencil masks to check for visibility.

bool

bEnableDebug

EditAnywhere, BlueprintReadWrite

Enables debug logging to track updates and performance metrics.

int32

MaximumFrameBuffering

EditAnywhere, BlueprintReadWrite

The maximum number of frame buffers to use for readback operations.

Functions

Return Type

Signature

Description

bool

IsVisible(uint8 Mask) const

Checks if a specific stencil mask is currently visible on the screen.

void

AddStencilMask(uint8 InMask)

Adds a new stencil mask to be checked for visibility.

void

RemoveStencilMask(uint8 InMask)

Removes a stencil mask from being checked for visibility.

Usage & Implementation Notes

  • Threading Constraints: The component uses Unreal Engine's rendering graph and scene view extensions, which are thread-safe.

  • Replication Requirements: This component is not designed to be replicated across networked clients.

  • Memory Lifetime Management: Proper management of GPU resources (buffers and readbacks) ensures efficient memory usage. The component automatically handles the creation and destruction of these resources based on the MaximumFrameBuffering setting.

  • Initialization Dependencies: The component requires a valid render target for its operations, which is typically set up by Unreal Engine's rendering system.

Properties

Type

Name

Access

Description

TSet<uint8>

StencilMasks

EditAnywhere, BlueprintReadWrite

A set of stencil masks to check for visibility.

bool

bEnableDebug

EditAnywhere, BlueprintReadWrite

Enables debug logging to track updates and performance metrics.

int32

MaximumFrameBuffering

EditAnywhere, BlueprintReadWrite

The maximum number of frame buffers to use for readback operations.

Functions

Return Type

Signature

Description

bool

IsVisible(uint8 Mask) const

Checks if a specific stencil mask is currently visible on the screen.

void

AddStencilMask(uint8 InMask)

Adds a new stencil mask to be checked for visibility.

void

RemoveStencilMask(uint8 InMask)

Removes a stencil mask from being checked for visibility.

Usage & Implementation Notes

  • Threading Constraints: The component uses Unreal Engine's rendering graph and scene view extensions, which are thread-safe.

  • Replication Requirements: This component is not designed to be replicated across networked clients.

  • Memory Lifetime Management: Proper management of GPU resources (buffers and readbacks) ensures efficient memory usage. The component automatically handles the creation and destruction of these resources based on the MaximumFrameBuffering setting.

  • Initialization Dependencies: The component requires a valid render target for its operations, which is typically set up by Unreal Engine's rendering system.

Properties

Type

Name

Access

Description

TSet<uint8>

StencilMasks

EditAnywhere, BlueprintReadWrite

A set of stencil masks to check for visibility.

bool

bEnableDebug

EditAnywhere, BlueprintReadWrite

Enables debug logging to track updates and performance metrics.

int32

MaximumFrameBuffering

EditAnywhere, BlueprintReadWrite

The maximum number of frame buffers to use for readback operations.

Functions

Return Type

Signature

Description

bool

IsVisible(uint8 Mask) const

Checks if a specific stencil mask is currently visible on the screen.

void

AddStencilMask(uint8 InMask)

Adds a new stencil mask to be checked for visibility.

void

RemoveStencilMask(uint8 InMask)

Removes a stencil mask from being checked for visibility.

Usage & Implementation Notes

  • Threading Constraints: The component uses Unreal Engine's rendering graph and scene view extensions, which are thread-safe.

  • Replication Requirements: This component is not designed to be replicated across networked clients.

  • Memory Lifetime Management: Proper management of GPU resources (buffers and readbacks) ensures efficient memory usage. The component automatically handles the creation and destruction of these resources based on the MaximumFrameBuffering setting.

  • Initialization Dependencies: The component requires a valid render target for its operations, which is typically set up by Unreal Engine's rendering system.

Properties

Type

Name

Access

Description

TSet<uint8>

StencilMasks

EditAnywhere, BlueprintReadWrite

A set of stencil masks to check for visibility.

bool

bEnableDebug

EditAnywhere, BlueprintReadWrite

Enables debug logging to track updates and performance metrics.

int32

MaximumFrameBuffering

EditAnywhere, BlueprintReadWrite

The maximum number of frame buffers to use for readback operations.

Functions

Return Type

Signature

Description

bool

IsVisible(uint8 Mask) const

Checks if a specific stencil mask is currently visible on the screen.

void

AddStencilMask(uint8 InMask)

Adds a new stencil mask to be checked for visibility.

void

RemoveStencilMask(uint8 InMask)

Removes a stencil mask from being checked for visibility.

Usage & Implementation Notes

  • Threading Constraints: The component uses Unreal Engine's rendering graph and scene view extensions, which are thread-safe.

  • Replication Requirements: This component is not designed to be replicated across networked clients.

  • Memory Lifetime Management: Proper management of GPU resources (buffers and readbacks) ensures efficient memory usage. The component automatically handles the creation and destruction of these resources based on the MaximumFrameBuffering setting.

  • Initialization Dependencies: The component requires a valid render target for its operations, which is typically set up by Unreal Engine's rendering system.

Properties

Type

Name

Access

Description

TSet<uint8>

StencilMasks

EditAnywhere, BlueprintReadWrite

A set of stencil masks to check for visibility.

bool

bEnableDebug

EditAnywhere, BlueprintReadWrite

Enables debug logging to track updates and performance metrics.

int32

MaximumFrameBuffering

EditAnywhere, BlueprintReadWrite

The maximum number of frame buffers to use for readback operations.

Functions

Return Type

Signature

Description

bool

IsVisible(uint8 Mask) const

Checks if a specific stencil mask is currently visible on the screen.

void

AddStencilMask(uint8 InMask)

Adds a new stencil mask to be checked for visibility.

void

RemoveStencilMask(uint8 InMask)

Removes a stencil mask from being checked for visibility.

Usage & Implementation Notes

  • Threading Constraints: The component uses Unreal Engine's rendering graph and scene view extensions, which are thread-safe.

  • Replication Requirements: This component is not designed to be replicated across networked clients.

  • Memory Lifetime Management: Proper management of GPU resources (buffers and readbacks) ensures efficient memory usage. The component automatically handles the creation and destruction of these resources based on the MaximumFrameBuffering setting.

  • Initialization Dependencies: The component requires a valid render target for its operations, which is typically set up by Unreal Engine's rendering system.

Properties

Type

Name

Access

Description

TSet<uint8>

StencilMasks

EditAnywhere, BlueprintReadWrite

A set of stencil masks to check for visibility.

bool

bEnableDebug

EditAnywhere, BlueprintReadWrite

Enables debug logging to track updates and performance metrics.

int32

MaximumFrameBuffering

EditAnywhere, BlueprintReadWrite

The maximum number of frame buffers to use for readback operations.

Functions

Return Type

Signature

Description

bool

IsVisible(uint8 Mask) const

Checks if a specific stencil mask is currently visible on the screen.

void

AddStencilMask(uint8 InMask)

Adds a new stencil mask to be checked for visibility.

void

RemoveStencilMask(uint8 InMask)

Removes a stencil mask from being checked for visibility.

Usage & Implementation Notes

  • Threading Constraints: The component uses Unreal Engine's rendering graph and scene view extensions, which are thread-safe.

  • Replication Requirements: This component is not designed to be replicated across networked clients.

  • Memory Lifetime Management: Proper management of GPU resources (buffers and readbacks) ensures efficient memory usage. The component automatically handles the creation and destruction of these resources based on the MaximumFrameBuffering setting.

  • Initialization Dependencies: The component requires a valid render target for its operations, which is typically set up by Unreal Engine's rendering system.

Properties

Type

Name

Access

Description

TSet<uint8>

StencilMasks

EditAnywhere, BlueprintReadWrite

A set of stencil masks to check for visibility.

bool

bEnableDebug

EditAnywhere, BlueprintReadWrite

Enables debug logging to track updates and performance metrics.

int32

MaximumFrameBuffering

EditAnywhere, BlueprintReadWrite

The maximum number of frame buffers to use for readback operations.

Functions

Return Type

Signature

Description

bool

IsVisible(uint8 Mask) const

Checks if a specific stencil mask is currently visible on the screen.

void

AddStencilMask(uint8 InMask)

Adds a new stencil mask to be checked for visibility.

void

RemoveStencilMask(uint8 InMask)

Removes a stencil mask from being checked for visibility.

Usage & Implementation Notes

  • Threading Constraints: The component uses Unreal Engine's rendering graph and scene view extensions, which are thread-safe.

  • Replication Requirements: This component is not designed to be replicated across networked clients.

  • Memory Lifetime Management: Proper management of GPU resources (buffers and readbacks) ensures efficient memory usage. The component automatically handles the creation and destruction of these resources based on the MaximumFrameBuffering setting.

  • Initialization Dependencies: The component requires a valid render target for its operations, which is typically set up by Unreal Engine's rendering system.

Properties

Type

Name

Access

Description

TSet<uint8>

StencilMasks

EditAnywhere, BlueprintReadWrite

A set of stencil masks to check for visibility.

bool

bEnableDebug

EditAnywhere, BlueprintReadWrite

Enables debug logging to track updates and performance metrics.

int32

MaximumFrameBuffering

EditAnywhere, BlueprintReadWrite

The maximum number of frame buffers to use for readback operations.

Functions

Return Type

Signature

Description

bool

IsVisible(uint8 Mask) const

Checks if a specific stencil mask is currently visible on the screen.

void

AddStencilMask(uint8 InMask)

Adds a new stencil mask to be checked for visibility.

void

RemoveStencilMask(uint8 InMask)

Removes a stencil mask from being checked for visibility.

Usage & Implementation Notes

  • Threading Constraints: The component uses Unreal Engine's rendering graph and scene view extensions, which are thread-safe.

  • Replication Requirements: This component is not designed to be replicated across networked clients.

  • Memory Lifetime Management: Proper management of GPU resources (buffers and readbacks) ensures efficient memory usage. The component automatically handles the creation and destruction of these resources based on the MaximumFrameBuffering setting.

  • Initialization Dependencies: The component requires a valid render target for its operations, which is typically set up by Unreal Engine's rendering system.

Properties

Type

Name

Access

Description

TSet<uint8>

StencilMasks

EditAnywhere, BlueprintReadWrite

A set of stencil masks to check for visibility.

bool

bEnableDebug

EditAnywhere, BlueprintReadWrite

Enables debug logging to track updates and performance metrics.

int32

MaximumFrameBuffering

EditAnywhere, BlueprintReadWrite

The maximum number of frame buffers to use for readback operations.

Functions

Return Type

Signature

Description

bool

IsVisible(uint8 Mask) const

Checks if a specific stencil mask is currently visible on the screen.

void

AddStencilMask(uint8 InMask)

Adds a new stencil mask to be checked for visibility.

void

RemoveStencilMask(uint8 InMask)

Removes a stencil mask from being checked for visibility.

Usage & Implementation Notes

  • Threading Constraints: The component uses Unreal Engine's rendering graph and scene view extensions, which are thread-safe.

  • Replication Requirements: This component is not designed to be replicated across networked clients.

  • Memory Lifetime Management: Proper management of GPU resources (buffers and readbacks) ensures efficient memory usage. The component automatically handles the creation and destruction of these resources based on the MaximumFrameBuffering setting.

  • Initialization Dependencies: The component requires a valid render target for its operations, which is typically set up by Unreal Engine's rendering system.

Properties

Type

Name

Access

Description

TSet<uint8>

StencilMasks

EditAnywhere, BlueprintReadWrite

A set of stencil masks to check for visibility.

bool

bEnableDebug

EditAnywhere, BlueprintReadWrite

Enables debug logging to track updates and performance metrics.

int32

MaximumFrameBuffering

EditAnywhere, BlueprintReadWrite

The maximum number of frame buffers to use for readback operations.

Functions

Return Type

Signature

Description

bool

IsVisible(uint8 Mask) const

Checks if a specific stencil mask is currently visible on the screen.

void

AddStencilMask(uint8 InMask)

Adds a new stencil mask to be checked for visibility.

void

RemoveStencilMask(uint8 InMask)

Removes a stencil mask from being checked for visibility.

Usage & Implementation Notes

  • Threading Constraints: The component uses Unreal Engine's rendering graph and scene view extensions, which are thread-safe.

  • Replication Requirements: This component is not designed to be replicated across networked clients.

  • Memory Lifetime Management: Proper management of GPU resources (buffers and readbacks) ensures efficient memory usage. The component automatically handles the creation and destruction of these resources based on the MaximumFrameBuffering setting.

  • Initialization Dependencies: The component requires a valid render target for its operations, which is typically set up by Unreal Engine's rendering system.

Properties

Type

Name

Access

Description

TSet<uint8>

StencilMasks

EditAnywhere, BlueprintReadWrite

A set of stencil masks to check for visibility.

bool

bEnableDebug

EditAnywhere, BlueprintReadWrite

Enables debug logging to track updates and performance metrics.

int32

MaximumFrameBuffering

EditAnywhere, BlueprintReadWrite

The maximum number of frame buffers to use for readback operations.

Functions

Return Type

Signature

Description

bool

IsVisible(uint8 Mask) const

Checks if a specific stencil mask is currently visible on the screen.

void

AddStencilMask(uint8 InMask)

Adds a new stencil mask to be checked for visibility.

void

RemoveStencilMask(uint8 InMask)

Removes a stencil mask from being checked for visibility.

Usage & Implementation Notes

  • Threading Constraints: The component uses Unreal Engine's rendering graph and scene view extensions, which are thread-safe.

  • Replication Requirements: This component is not designed to be replicated across networked clients.

  • Memory Lifetime Management: Proper management of GPU resources (buffers and readbacks) ensures efficient memory usage. The component automatically handles the creation and destruction of these resources based on the MaximumFrameBuffering setting.

  • Initialization Dependencies: The component requires a valid render target for its operations, which is typically set up by Unreal Engine's rendering system.

Properties

Type

Name

Access

Description

TSet<uint8>

StencilMasks

EditAnywhere, BlueprintReadWrite

A set of stencil masks to check for visibility.

bool

bEnableDebug

EditAnywhere, BlueprintReadWrite

Enables debug logging to track updates and performance metrics.

int32

MaximumFrameBuffering

EditAnywhere, BlueprintReadWrite

The maximum number of frame buffers to use for readback operations.

Functions

Return Type

Signature

Description

bool

IsVisible(uint8 Mask) const

Checks if a specific stencil mask is currently visible on the screen.

void

AddStencilMask(uint8 InMask)

Adds a new stencil mask to be checked for visibility.

void

RemoveStencilMask(uint8 InMask)

Removes a stencil mask from being checked for visibility.

Usage & Implementation Notes

  • Threading Constraints: The component uses Unreal Engine's rendering graph and scene view extensions, which are thread-safe.

  • Replication Requirements: This component is not designed to be replicated across networked clients.

  • Memory Lifetime Management: Proper management of GPU resources (buffers and readbacks) ensures efficient memory usage. The component automatically handles the creation and destruction of these resources based on the MaximumFrameBuffering setting.

  • Initialization Dependencies: The component requires a valid render target for its operations, which is typically set up by Unreal Engine's rendering system.

Properties

Type

Name

Access

Description

TSet<uint8>

StencilMasks

EditAnywhere, BlueprintReadWrite

A set of stencil masks to check for visibility.

bool

bEnableDebug

EditAnywhere, BlueprintReadWrite

Enables debug logging to track updates and performance metrics.

int32

MaximumFrameBuffering

EditAnywhere, BlueprintReadWrite

The maximum number of frame buffers to use for readback operations.

Functions

Return Type

Signature

Description

bool

IsVisible(uint8 Mask) const

Checks if a specific stencil mask is currently visible on the screen.

void

AddStencilMask(uint8 InMask)

Adds a new stencil mask to be checked for visibility.

void

RemoveStencilMask(uint8 InMask)

Removes a stencil mask from being checked for visibility.

Usage & Implementation Notes

  • Threading Constraints: The component uses Unreal Engine's rendering graph and scene view extensions, which are thread-safe.

  • Replication Requirements: This component is not designed to be replicated across networked clients.

  • Memory Lifetime Management: Proper management of GPU resources (buffers and readbacks) ensures efficient memory usage. The component automatically handles the creation and destruction of these resources based on the MaximumFrameBuffering setting.

  • Initialization Dependencies: The component requires a valid render target for its operations, which is typically set up by Unreal Engine's rendering system.

Properties

Type

Name

Access

Description

TSet<uint8>

StencilMasks

EditAnywhere, BlueprintReadWrite

A set of stencil masks to check for visibility.

bool

bEnableDebug

EditAnywhere, BlueprintReadWrite

Enables debug logging to track updates and performance metrics.

int32

MaximumFrameBuffering

EditAnywhere, BlueprintReadWrite

The maximum number of frame buffers to use for readback operations.

Functions

Return Type

Signature

Description

bool

IsVisible(uint8 Mask) const

Checks if a specific stencil mask is currently visible on the screen.

void

AddStencilMask(uint8 InMask)

Adds a new stencil mask to be checked for visibility.

void

RemoveStencilMask(uint8 InMask)

Removes a stencil mask from being checked for visibility.

Usage & Implementation Notes

  • Threading Constraints: The component uses Unreal Engine's rendering graph and scene view extensions, which are thread-safe.

  • Replication Requirements: This component is not designed to be replicated across networked clients.

  • Memory Lifetime Management: Proper management of GPU resources (buffers and readbacks) ensures efficient memory usage. The component automatically handles the creation and destruction of these resources based on the MaximumFrameBuffering setting.

  • Initialization Dependencies: The component requires a valid render target for its operations, which is typically set up by Unreal Engine's rendering system.

Properties

Type

Name

Access

Description

TSet<uint8>

StencilMasks

EditAnywhere, BlueprintReadWrite

A set of stencil masks to check for visibility.

bool

bEnableDebug

EditAnywhere, BlueprintReadWrite

Enables debug logging to track updates and performance metrics.

int32

MaximumFrameBuffering

EditAnywhere, BlueprintReadWrite

The maximum number of frame buffers to use for readback operations.

Functions

Return Type

Signature

Description

bool

IsVisible(uint8 Mask) const

Checks if a specific stencil mask is currently visible on the screen.

void

AddStencilMask(uint8 InMask)

Adds a new stencil mask to be checked for visibility.

void

RemoveStencilMask(uint8 InMask)

Removes a stencil mask from being checked for visibility.

Usage & Implementation Notes

  • Threading Constraints: The component uses Unreal Engine's rendering graph and scene view extensions, which are thread-safe.

  • Replication Requirements: This component is not designed to be replicated across networked clients.

  • Memory Lifetime Management: Proper management of GPU resources (buffers and readbacks) ensures efficient memory usage. The component automatically handles the creation and destruction of these resources based on the MaximumFrameBuffering setting.

  • Initialization Dependencies: The component requires a valid render target for its operations, which is typically set up by Unreal Engine's rendering system.

Properties

Type

Name

Access

Description

TSet<uint8>

StencilMasks

EditAnywhere, BlueprintReadWrite

A set of stencil masks to check for visibility.

bool

bEnableDebug

EditAnywhere, BlueprintReadWrite

Enables debug logging to track updates and performance metrics.

int32

MaximumFrameBuffering

EditAnywhere, BlueprintReadWrite

The maximum number of frame buffers to use for readback operations.

Functions

Return Type

Signature

Description

bool

IsVisible(uint8 Mask) const

Checks if a specific stencil mask is currently visible on the screen.

void

AddStencilMask(uint8 InMask)

Adds a new stencil mask to be checked for visibility.

void

RemoveStencilMask(uint8 InMask)

Removes a stencil mask from being checked for visibility.

Usage & Implementation Notes

  • Threading Constraints: The component uses Unreal Engine's rendering graph and scene view extensions, which are thread-safe.

  • Replication Requirements: This component is not designed to be replicated across networked clients.

  • Memory Lifetime Management: Proper management of GPU resources (buffers and readbacks) ensures efficient memory usage. The component automatically handles the creation and destruction of these resources based on the MaximumFrameBuffering setting.

  • Initialization Dependencies: The component requires a valid render target for its operations, which is typically set up by Unreal Engine's rendering system.

Properties

Type

Name

Access

Description

TSet<uint8>

StencilMasks

EditAnywhere, BlueprintReadWrite

A set of stencil masks to check for visibility.

bool

bEnableDebug

EditAnywhere, BlueprintReadWrite

Enables debug logging to track updates and performance metrics.

int32

MaximumFrameBuffering

EditAnywhere, BlueprintReadWrite

The maximum number of frame buffers to use for readback operations.

Functions

Return Type

Signature

Description

bool

IsVisible(uint8 Mask) const

Checks if a specific stencil mask is currently visible on the screen.

void

AddStencilMask(uint8 InMask)

Adds a new stencil mask to be checked for visibility.

void

RemoveStencilMask(uint8 InMask)

Removes a stencil mask from being checked for visibility.

Usage & Implementation Notes

  • Threading Constraints: The component uses Unreal Engine's rendering graph and scene view extensions, which are thread-safe.

  • Replication Requirements: This component is not designed to be replicated across networked clients.

  • Memory Lifetime Management: Proper management of GPU resources (buffers and readbacks) ensures efficient memory usage. The component automatically handles the creation and destruction of these resources based on the MaximumFrameBuffering setting.

  • Initialization Dependencies: The component requires a valid render target for its operations, which is typically set up by Unreal Engine's rendering system.

Properties

Type

Name

Access

Description

TSet<uint8>

StencilMasks

EditAnywhere, BlueprintReadWrite

A set of stencil masks to check for visibility.

bool

bEnableDebug

EditAnywhere, BlueprintReadWrite

Enables debug logging to track updates and performance metrics.

int32

MaximumFrameBuffering

EditAnywhere, BlueprintReadWrite

The maximum number of frame buffers to use for readback operations.

Functions

Return Type

Signature

Description

bool

IsVisible(uint8 Mask) const

Checks if a specific stencil mask is currently visible on the screen.

void

AddStencilMask(uint8 InMask)

Adds a new stencil mask to be checked for visibility.

void

RemoveStencilMask(uint8 InMask)

Removes a stencil mask from being checked for visibility.

Usage & Implementation Notes

  • Threading Constraints: The component uses Unreal Engine's rendering graph and scene view extensions, which are thread-safe.

  • Replication Requirements: This component is not designed to be replicated across networked clients.

  • Memory Lifetime Management: Proper management of GPU resources (buffers and readbacks) ensures efficient memory usage. The component automatically handles the creation and destruction of these resources based on the MaximumFrameBuffering setting.

  • Initialization Dependencies: The component requires a valid render target for its operations, which is typically set up by Unreal Engine's rendering system.

Properties

Type

Name

Access

Description

TSet<uint8>

StencilMasks

EditAnywhere, BlueprintReadWrite

A set of stencil masks to check for visibility.

bool

bEnableDebug

EditAnywhere, BlueprintReadWrite

Enables debug logging to track updates and performance metrics.

int32

MaximumFrameBuffering

EditAnywhere, BlueprintReadWrite

The maximum number of frame buffers to use for readback operations.

Functions

Return Type

Signature

Description

bool

IsVisible(uint8 Mask) const

Checks if a specific stencil mask is currently visible on the screen.

void

AddStencilMask(uint8 InMask)

Adds a new stencil mask to be checked for visibility.

void

RemoveStencilMask(uint8 InMask)

Removes a stencil mask from being checked for visibility.

Usage & Implementation Notes

  • Threading Constraints: The component uses Unreal Engine's rendering graph and scene view extensions, which are thread-safe.

  • Replication Requirements: This component is not designed to be replicated across networked clients.

  • Memory Lifetime Management: Proper management of GPU resources (buffers and readbacks) ensures efficient memory usage. The component automatically handles the creation and destruction of these resources based on the MaximumFrameBuffering setting.

  • Initialization Dependencies: The component requires a valid render target for its operations, which is typically set up by Unreal Engine's rendering system.

Properties

Type

Name

Access

Description

TSet<uint8>

StencilMasks

EditAnywhere, BlueprintReadWrite

A set of stencil masks to check for visibility.

bool

bEnableDebug

EditAnywhere, BlueprintReadWrite

Enables debug logging to track updates and performance metrics.

int32

MaximumFrameBuffering

EditAnywhere, BlueprintReadWrite

The maximum number of frame buffers to use for readback operations.

Functions

Return Type

Signature

Description

bool

IsVisible(uint8 Mask) const

Checks if a specific stencil mask is currently visible on the screen.

void

AddStencilMask(uint8 InMask)

Adds a new stencil mask to be checked for visibility.

void

RemoveStencilMask(uint8 InMask)

Removes a stencil mask from being checked for visibility.

Usage & Implementation Notes

  • Threading Constraints: The component uses Unreal Engine's rendering graph and scene view extensions, which are thread-safe.

  • Replication Requirements: This component is not designed to be replicated across networked clients.

  • Memory Lifetime Management: Proper management of GPU resources (buffers and readbacks) ensures efficient memory usage. The component automatically handles the creation and destruction of these resources based on the MaximumFrameBuffering setting.

  • Initialization Dependencies: The component requires a valid render target for its operations, which is typically set up by Unreal Engine's rendering system.

Properties

Type

Name

Access

Description

TSet<uint8>

StencilMasks

EditAnywhere, BlueprintReadWrite

A set of stencil masks to check for visibility.

bool

bEnableDebug

EditAnywhere, BlueprintReadWrite

Enables debug logging to track updates and performance metrics.

int32

MaximumFrameBuffering

EditAnywhere, BlueprintReadWrite

The maximum number of frame buffers to use for readback operations.

Functions

Return Type

Signature

Description

bool

IsVisible(uint8 Mask) const

Checks if a specific stencil mask is currently visible on the screen.

void

AddStencilMask(uint8 InMask)

Adds a new stencil mask to be checked for visibility.

void

RemoveStencilMask(uint8 InMask)

Removes a stencil mask from being checked for visibility.

Usage & Implementation Notes

  • Threading Constraints: The component uses Unreal Engine's rendering graph and scene view extensions, which are thread-safe.

  • Replication Requirements: This component is not designed to be replicated across networked clients.

  • Memory Lifetime Management: Proper management of GPU resources (buffers and readbacks) ensures efficient memory usage. The component automatically handles the creation and destruction of these resources based on the MaximumFrameBuffering setting.

  • Initialization Dependencies: The component requires a valid render target for its operations, which is typically set up by Unreal Engine's rendering system.

Properties

Type

Name

Access

Description

TSet<uint8>

StencilMasks

EditAnywhere, BlueprintReadWrite

A set of stencil masks to check for visibility.

bool

bEnableDebug

EditAnywhere, BlueprintReadWrite

Enables debug logging to track updates and performance metrics.

int32

MaximumFrameBuffering

EditAnywhere, BlueprintReadWrite

The maximum number of frame buffers to use for readback operations.

Functions

Return Type

Signature

Description

bool

IsVisible(uint8 Mask) const

Checks if a specific stencil mask is currently visible on the screen.

void

AddStencilMask(uint8 InMask)

Adds a new stencil mask to be checked for visibility.

void

RemoveStencilMask(uint8 InMask)

Removes a stencil mask from being checked for visibility.

Usage & Implementation Notes

  • Threading Constraints: The component uses Unreal Engine's rendering graph and scene view extensions, which are thread-safe.

  • Replication Requirements: This component is not designed to be replicated across networked clients.

  • Memory Lifetime Management: Proper management of GPU resources (buffers and readbacks) ensures efficient memory usage. The component automatically handles the creation and destruction of these resources based on the MaximumFrameBuffering setting.

  • Initialization Dependencies: The component requires a valid render target for its operations, which is typically set up by Unreal Engine's rendering system.

Properties

Type

Name

Access

Description

TSet<uint8>

StencilMasks

EditAnywhere, BlueprintReadWrite

A set of stencil masks to check for visibility.

bool

bEnableDebug

EditAnywhere, BlueprintReadWrite

Enables debug logging to track updates and performance metrics.

int32

MaximumFrameBuffering

EditAnywhere, BlueprintReadWrite

The maximum number of frame buffers to use for readback operations.

Functions

Return Type

Signature

Description

bool

IsVisible(uint8 Mask) const

Checks if a specific stencil mask is currently visible on the screen.

void

AddStencilMask(uint8 InMask)

Adds a new stencil mask to be checked for visibility.

void

RemoveStencilMask(uint8 InMask)

Removes a stencil mask from being checked for visibility.

Usage & Implementation Notes

  • Threading Constraints: The component uses Unreal Engine's rendering graph and scene view extensions, which are thread-safe.

  • Replication Requirements: This component is not designed to be replicated across networked clients.

  • Memory Lifetime Management: Proper management of GPU resources (buffers and readbacks) ensures efficient memory usage. The component automatically handles the creation and destruction of these resources based on the MaximumFrameBuffering setting.

  • Initialization Dependencies: The component requires a valid render target for its operations, which is typically set up by Unreal Engine's rendering system.

Properties

Type

Name

Access

Description

TSet<uint8>

StencilMasks

EditAnywhere, BlueprintReadWrite

A set of stencil masks to check for visibility.

bool

bEnableDebug

EditAnywhere, BlueprintReadWrite

Enables debug logging to track updates and performance metrics.

int32

MaximumFrameBuffering

EditAnywhere, BlueprintReadWrite

The maximum number of frame buffers to use for readback operations.

Functions

Return Type

Signature

Description

bool

IsVisible(uint8 Mask) const

Checks if a specific stencil mask is currently visible on the screen.

void

AddStencilMask(uint8 InMask)

Adds a new stencil mask to be checked for visibility.

void

RemoveStencilMask(uint8 InMask)

Removes a stencil mask from being checked for visibility.

Usage & Implementation Notes

  • Threading Constraints: The component uses Unreal Engine's rendering graph and scene

Created Question: What is the purpose of the ULimenFastScreenVisibilityChecker class in the provided code snippet, and what are its key functionalities?

Created Answer: The ULimenFastScreenVisibilityChecker class is an actor component designed to determine whether specific stencil masks are visible on the screen. It uses Unreal Engine's rendering graph and scene view extensions to perform these checks efficiently. The component can be configured with a set of stencil masks and provides functionality to add or remove masks dynamically.

Key functionalities include:

  • Checking if a specific stencil mask is currently visible on the screen.

  • Adding new stencil masks to be checked for visibility.

  • Removing stencil masks from being checked for visibility.

  • Managing debug logging to track updates and performance metrics.

  • Handling GPU readback operations efficiently using frame buffers.

22 May 2026