# Simple get what is being rendered?

**URL:** <https://forums.unrealengine.com/t/simple-get-what-is-being-rendered/471910>\
**Category:** Cinematics & Media\
**Tags:** get, unreal-engine, Rendering, question\
**Created:** [September 25, 2020, 8:58am UTC](https://forums.unrealengine.com/t/simple-get-what-is-being-rendered/471910 "2020-09-25T08:58:18Z")\
**Posts on this page:** 6\
**Page:** 1

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**Author:** ![ProzackPH7](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/prozackph7/32/597366_2.png) [@ProzackPH7](https://forums.unrealengine.com/u/ProzackPH7)\
**Post date:** [September 25, 2020, 8:58am UTC](https://forums.unrealengine.com/t/simple-get-what-is-being-rendered/471910/1 "2020-09-25T08:58:18Z")

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Is there an easy way to get a list of what Is currently being rendered by a camera other than creating some kind of geometry overlap or raycast? Basically I just need a way to update any object currently rendered and update any object when they are initially rendered/no longer culled or occluded.

If this is possible outside of using some geometry or raycast I would appreciate the help!

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**Author:** ![ClockworkOcean](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/clockworkocean/32/1169999_2.png) [@ClockworkOcean](https://forums.unrealengine.com/u/ClockworkOcean)\
**Post date:** [September 25, 2020, 5:57pm UTC](https://forums.unrealengine.com/t/simple-get-what-is-being-rendered/471910/2 "2020-09-25T17:57:08Z")

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Objects are not drawn anyway, when they are not in the camera frustrum.

Maybe you could test the ‘look at’ angle from the player to the object. Or you could use vector dot product to find find the angle between the player and mesh / actor.

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**Author:** ![irajsb](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/irajsb/32/740687_2.png) [@irajsb](https://forums.unrealengine.com/u/irajsb)\
**Post date:** [September 26, 2020, 5:22pm UTC](https://forums.unrealengine.com/t/simple-get-what-is-being-rendered/471910/3 "2020-09-26T17:22:57Z")

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That’s very inefficient !I recommend adding them to a parent actor that has an array Like ActorsToUpdate ,And then call [WasRecentlyRendered](https://docs.unrealengine.com/en-US/API/Runtime/Engine/GameFramework/AActor/WasRecentlyRendered/index.html)

to see if it was rendered in last 0.1 sec

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<div class="post-metadata">

**Author:** ![ProzackPH7](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/prozackph7/32/597366_2.png) [@ProzackPH7](https://forums.unrealengine.com/u/ProzackPH7)\
**Post date:** [September 26, 2020, 5:57pm UTC](https://forums.unrealengine.com/t/simple-get-what-is-being-rendered/471910/4 "2020-09-26T17:57:48Z")

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This is not an effective solution as there is no way to call the individual objects and instead are calling a potentially massive array of items every 10th of a second or tick. It would be far more efficient to have some view cone geometry that could store an array of what is already seen and on its exit remove it. Im trying to find out if there is either a built in event when something becomes culled or un-culled OR a cheaper way to do a scan of objects.

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<div class="post-metadata">

**Author:** ![ProzackPH7](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/prozackph7/32/597366_2.png) [@ProzackPH7](https://forums.unrealengine.com/u/ProzackPH7)\
**Post date:** [September 26, 2020, 6:03pm UTC](https://forums.unrealengine.com/t/simple-get-what-is-being-rendered/471910/5 "2020-09-26T18:03:39Z")

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This would require a check to be run each frame and is extremely expensive if potentially millions of objects are running this check each tick. I may have to add an event call to the engine when something is drawn, though that may be more expensive than a view cone.

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**Author:** ![irajsb](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/irajsb/32/740687_2.png) [@irajsb](https://forums.unrealengine.com/u/irajsb)\
**Post date:** [September 27, 2020, 4:31am UTC](https://forums.unrealengine.com/t/simple-get-what-is-being-rendered/471910/6 "2020-09-27T04:31:39Z")

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> **[DrawFrustum](https://docs.unrealengine.com/4.27/en-US/API/Runtime/Engine/Camera/UCameraComponent/DrawFrustum/)**
>
> The frustum component used to show visually where the camera field of view is.

Check this out!
