UComposurePostProcessingPassProxy

Generic component class which takes a [UComposurePostProcessPassPolicy](API\Plugins\Composure\UComposurePostProcessPassPolicy) and executes it, enqueuing a post-process pass for the render frame.

Windows
MacOS
Linux

Inheritance Hierarchy

References

Module

Composure

Header

/Engine/Plugins/Compositing/Composure/Source/Composure/Classes/ComposurePostProcessingPassProxy.h

Include

#include "ComposurePostProcessingPassProxy.h"

Syntax

[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(HideCategories=(Collision, Object, Physics, SceneComponent, Transform),
       ClassGroup="Composure", EditInlineNew, Meta=(BlueprintSpawnableComponent))
class UComposurePostProcessingPassProxy : public UComposurePostProcessPass

Remarks

Generic component class which takes a UComposurePostProcessPassPolicy and executes it, enqueuing a post-process pass for the render frame.

Constructors

Name Description

Public function

UComposurePostProcessingPassProxy

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function UFunction BlueprintCallable, Category

void

 

Execute

(
    UTexture* PrePassInput,
    UComposurePostProcessPassPolicy...
)

Overridden from UObject

Name Description

Public function Virtual

void

 

PostInitProperties()

Called after the C++ constructor and after the properties have been initialized, including those loaded from config.

Public function Virtual

void

 

PostLoad()

Do any object-specific cleanup required immediately after loading an object.

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