ACompositingElement

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Inheritance Hierarchy

References

Module

Composure

Header

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

Include

#include "CompositingElement.h"

Syntax

[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType,
       Meta=(DisplayName="Empty Comp Shot", ShortTooltip="A simple base actor used to composite multiple render layers together."))
class ACompositingElement :
    public AComposurePipelineBaseActor,
    public ICompImageColorPickerInterface

Variables

Constructors

Name Description

Public function

ACompositingElement

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Protected function UFunction BlueprintCallable, Category, Meta

UCompositing...

 

AddNewInputPass

(
    FName PassName,
    TSubclassOf< UCompositingElementInp...
)

Protected function UFunction BlueprintCallable, Category, Meta

UCompositing...

 

AddNewOutputPass

(
    FName PassName,
    TSubclassOf< UCompositingElementOut...
)

Public function

T *

 

AddNewPass

(
    FName PassName,
    ECompPassConstructionType Construct...
)

Public function

UCompositing...

 

AddNewPass

(
    FName PassName,
    TSubclassOf< UCompositingElementPas...,
    ECompPassConstructionType Construct...
)

Protected function UFunction BlueprintCallable, Category, Meta

UCompositing...

 

AddNewTransformPass

(
    FName PassName,
    TSubclassOf< UCompositingElementTra...
)

Public function

bool

 

AttachAsChildLayer

(
    ACompositingElement* Child
)

Public function UFunction BlueprintCallable, Category, Meta

UCompositing...

 

CreateNewInputPass

(
    FName PassName,
    TSubclassOf< UCompositingElementInp...
)

Create a new input pass into the public list which directly shows in the editor.

Public function UFunction BlueprintCallable, Category, Meta

UCompositing...

 

CreateNewOutputPass

(
    FName PassName,
    TSubclassOf< UCompositingElementOut...
)

Create a new Output pass into the public list which directly shows in the editor.

Public function UFunction BlueprintCallable, Category, Meta

UCompositing...

 

CreateNewTransformPass

(
    FName PassName,
    TSubclassOf< UCompositingElementTra...
)

Create a new Transform pass into the public list which directly shows in the editor.

Public function UFunction BlueprintCallable, Category

bool

 

DeletePass

(
    UCompositingElementPass* PassT...
)

Delete a specific pass.

Public function

bool

 

DetatchAsChildLayer

(
    ACompositingElement* Child
)

Public function Virtual

void

 

EnqueueRendering_Implementation

(
    bool bCameraCutThisFrame
)

Public function UFunction BlueprintCallable, Category, Meta

UCompositing...

 

FindInputPass

(
    TSubclassOf< UCompositingElementInp...,
    UTexture*& PassResult,
    FName OptionalPassName
)

Public function UFunction BlueprintCallable, Category

UTexture ...

 

FindNamedRenderResult

(
    FName PassName,
    bool bSearchSubElements
)

Public function UFunction BlueprintCallable, Category, Meta

UCompositing...

 

FindOutputPass

(
    TSubclassOf< UCompositingElementOut...,
    FName OptionalPassName
)

Public function Const UFunction BlueprintPure, Category

ACameraActor...

 

FindTargetCamera()

Public function UFunction BlueprintCallable, Category, Meta

UCompositing...

 

FindTransformPass

(
    TSubclassOf< UCompositingElementTra...,
    UTexture*& PassResult,
    FName OptionalPassName
)

Public function Const UFunction BlueprintCallable, Category

const TArray...

 

GetChildElements()

Get the first level of current element's child composure elements.

Public function Const UFunction BlueprintPure, Category

FName

 

GetCompElementName()

Return the FName of the composure element object

Public function Const UFunction BlueprintPure, Category

ACompositing...

 

GetElementParent()

Get the parent composure element of current element.

Public function Const UFunction blueprintgetter

TArray< UCom...

 

GetInputsList()

Public function Const UFunction BlueprintCallable, Category

UTexture ...

 

GetLatestRenderResult()

Public function Const UFunction BlueprintPure, Category

float

 

GetOpacity()

Return the rendering opacity of current composure actor.

Public function Const UFunction blueprintgetter

TArray< UCom...

 

GetOutputsList()

Public function Const UFunction blueprintgetter

FIntPoint

 

GetRenderResolution()

Public function Const UFunction blueprintgetter

TArray< UCom...

 

GetTransformsList()

Public function Virtual Const

bool

 

IsActivelyRunning_Implementation()

Public function Const UFunction BlueprintPure, Category

bool

 

IsSubElement()

Determines whether current composure element is a child of another composure element or not.

Public function UFunction BlueprintCallable, Category

void

 

RegisterPassResult

(
    FName ReferenceName,
    UTexture* PassResult,
    bool bSetAsLatestRenderResult
)

Public function UFunction BlueprintCallable, Category

bool

 

ReleaseOwnedTarget

(
    UTextureRenderTarget2D* OwnedT...
)

Public function

bool

 

RemovePass

(
    UCompositingElementPass* Eleme...
)

Remove a pass from inner pass.

Public function

int32

 

RemovePassesOfType

Public function UFunction Category, Meta blueprintnativeevent

UTexture ...

 

RenderCompElement

(
    bool bCameraCutThisFrame
)

Public function UFunction BlueprintCallable, Category

UTexture ...

 

RenderCompositingMaterial

(
    FCompositingMaterial& CompMaterial,
    float RenderScale,
    FName ResultLookupName,
    ETargetUsageFlags UsageTag
)

Public function UFunction BlueprintCallable, Category

UTextureRend...

 

RenderCompositingMaterialToTarget

(
    FCompositingMaterial& CompMaterial,
    UTextureRenderTarget2D* Render...,
    FName ResultLookupName
)

Public function UFunction BlueprintCallable, Category

UTextureRend...

 

RequestNamedRenderTarget

(
    const FName ReferenceName,
    const float RenderPercentage,
    ETargetUsageFlags UsageTag
)

Public function UFunction BlueprintCallable, Category

void

 

SetEditorColorPickerDisplayImage

(
    UTexture* PickerDisplayImage
)

EDITOR ONLY - Specifies an intermediate image to display when picking (if left unset, we default to the final output image)

Public function UFunction BlueprintCallable, Category

void

 

SetEditorColorPickingTarget

(
    UTextureRenderTarget2D* Pickin...
)

"DevelopmentOnly", and made them non-functional outside of the editor However, that restriction has now been removed, since the functions do nothing outside the Editor, so it is ok for them to be included in packaged games.EDITOR ONLY - Specifies which intermediate target to pick colors from (if left unset, we default to the display image)

Public function UFunction BlueprintCallable, Category

void

 

SetElementName

(
    const FName NewName
)

Rename composure actor's name

Public function UFunction BlueprintCallable, Category

void

 

SetOpacity

(
    const float NewOpacity
)

Set the rendering opacity of current composure actor.

Public function UFunction blueprintsetter

void

 

SetRenderResolution

(
    FIntPoint NewResolution
)

Public function UFunction BlueprintCallable, Category

void

 

SetTargetCamera

(
    ACameraActor* NewCameraActor
)

Overridden from AComposurePipelineBaseActor

Name Description

Public function Virtual Const UFunction BlueprintPure, Category

int32

 

GetRenderPriority()

Public function Virtual

void

 

SetAutoRun

(
    bool bNewAutoRunVal
)

Public function Virtual

void

 

SetAutoRunChildrenAndSelf

(
    bool bAutoRunChildAndSelf
)

When set to false, all children composure actor and current actor's auto-rendering behavior will be disabled.

Overridden from AActor

Name Description

Public function Virtual

void

 

BeginPlay()

Overridable native event for when play begins for this actor.

Public function Virtual

void

 

OnConstruction

(
    const FTransform& Transform
)

Called when an instance of this class is placed (in editor) or spawned.

Public function Virtual

void

 

RerunConstructionScripts()

Rerun construction scripts, destroying all autogenerated components; will attempt to preserve the root component location.

Overridden from UObject

Name Description

Public function Virtual

void

 

BeginDestroy()

Called before destroying the object.

Public function Virtual

void

 

PostDuplicate

(
    bool bDuplicateForPIE
)

Called after duplication & serialization and before PostLoad.

Public function Virtual

void

 

PostEditChangeProperty

(
    FPropertyChangedEvent& PropertyCha...
)

Called when a property on this object has been modified externally

Public function Virtual

void

 

PostEditUndo()

Called after applying a transaction to the object.

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.

Public function Virtual

void

 

Serialize

(
    FArchive& Ar
)

Handles reading, writing, and reference collecting using FArchive.

Overridden from ICompImageColorPickerInterface

Overridden from ICompEditorImagePreviewInterface

Typedefs

Name

Description

FOnCompElementConstructed

FOnFinalPassRendered

Called when this comp shot element has rendered its final output

FOnTransformPassRendered

Called when this comp shot element has rendered one of its internal transform passes

FSharedTargetPoolPtr

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