Rendering order and transparent

Hi everyone,

i want to find out how unreal engine manages the scene and how it draws the objects. I found out, that the renderer gets a list of all components that have to be drawn. But I’m not really sure if there is any order in this list?!
And I have a question for transparent objects. In DeferredShadingRenderer.cpp i read this code:

// Draw translucency.
	if (ViewFamily.EngineShowFlags.Translucency)
	{
		SCOPE_CYCLE_COUNTER(STAT_TranslucencyDrawTime);

		RHICmdList.SetCurrentStat(GET_STATID(STAT_CLM_Translucency));
		RenderTranslucency(RHICmdList);
		ServiceLocalQueue();

		if (ViewFamily.EngineShowFlags.Refraction)
		{
			// To apply refraction effect by distorting the scene color.
			// After non separate translucency as that is considered at scene depth anyway
			// It allows skybox translucency (set to non separate translucency) to be refracted.
			RHICmdList.SetCurrentStat(GET_STATID(STAT_CLM_RenderDistortion));
			RenderDistortion(RHICmdList);
			ServiceLocalQueue();
		}
		RHICmdList.SetCurrentStat(GET_STATID(STAT_CLM_AfterTranslucency));
	}
  1. what does this :“ViewFamily” mean? which family?

  2. is it right that unreal group all transparent object to one state like i read here?

    RHICmdList.SetCurrentStat(GET_STATID(STAT_CLM_Translucency));
    RenderTranslucency(RHICmdList);
    ServiceLocalQueue();

  3. where is the back to front order for transparent objects?

Would be great if anyone knows whats going on. :slight_smile: