| UObjectBase
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Module |
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Header |
/Engine/Plugins/Compositing/Composure/Source/Composure/Classes/CompositingElement.h |
Include |
#include "CompositingElement.h" |
[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
Name | Description | ||
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bUseSharedTargetPool |
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CameraSource |
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CompositingTarget |
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TSubclassOf< UC... |
DefaultInputType |
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TSubclassOf< UC... |
DefaultOutputType |
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TSubclassOf< UC... |
DefaultTransformType |
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FreezeFrameController |
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Inputs |
Pipeline Passes |
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OnConstructed |
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OnFinalPassRendered |
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OnFinalPassRendered_BP |
Called when the final output of this element is rendered |
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OnTransformPassRendered |
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OnTransformPassRendered_BP |
Called when a transform pass on this element is rendered |
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Outputs |
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PostProcessProxy |
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PreviewTransform |
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PreviewTransformSource |
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TEnumAsByte< ET... |
RenderFormat |
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RenderResolution |
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ResolutionSource |
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TLazyObjectPtr<... |
TargetCameraActor |
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TransformPasses |
Name | Description | |
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ACompositingElement ( |
Name | Description | ||
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UCompositing... |
AddNewInputPass ( |
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UCompositing... |
AddNewOutputPass ( |
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T * |
AddNewPass ( |
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UCompositing... |
AddNewPass ( |
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UCompositing... |
AddNewTransformPass ( |
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AttachAsChildLayer ( |
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UCompositing... |
CreateNewInputPass ( |
Create a new input pass into the public list which directly shows in the editor. |
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UCompositing... |
CreateNewOutputPass ( |
Create a new Output pass into the public list which directly shows in the editor. |
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UCompositing... |
CreateNewTransformPass ( |
Create a new Transform pass into the public list which directly shows in the editor. |
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DeletePass ( |
Delete a specific pass. |
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DetatchAsChildLayer ( |
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EnqueueRendering_Implementation ( |
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UCompositing... |
FindInputPass ( |
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UTexture ... |
FindNamedRenderResult |
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UCompositing... |
FindOutputPass ( |
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ACameraActor... |
FindTargetCamera() |
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UCompositing... |
FindTransformPass ( |
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const TArray... |
GetChildElements() |
Get the first level of current element's child composure elements. |
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GetCompElementName() |
Return the FName of the composure element object |
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ACompositing... |
GetElementParent() |
Get the parent composure element of current element. |
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GetInputsList() |
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UTexture ... |
GetLatestRenderResult() |
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float |
GetOpacity() |
Return the rendering opacity of current composure actor. |
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GetOutputsList() |
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GetRenderResolution() |
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GetTransformsList() |
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IsActivelyRunning_Implementation() |
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IsSubElement() |
Determines whether current composure element is a child of another composure element or not. |
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RegisterPassResult |
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ReleaseOwnedTarget ( |
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RemovePass ( |
Remove a pass from inner pass. |
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RemovePassesOfType |
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UTexture ... |
RenderCompElement ( |
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UTexture ... |
RenderCompositingMaterial ( |
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UTextureRend... |
RenderCompositingMaterialToTarget ( |
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UTextureRend... |
RequestNamedRenderTarget ( |
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SetEditorColorPickerDisplayImage ( |
EDITOR ONLY - Specifies an intermediate image to display when picking (if left unset, we default to the final output image) |
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SetEditorColorPickingTarget ( |
"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) |
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SetElementName ( |
Rename composure actor's name |
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SetOpacity ( |
Set the rendering opacity of current composure actor. |
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SetRenderResolution ( |
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SetTargetCamera ( |
Name | Description | ||
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GetRenderPriority() |
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SetAutoRun ( |
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SetAutoRunChildrenAndSelf ( |
When set to false, all children composure actor and current actor's auto-rendering behavior will be disabled. |
Name | Description | ||
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BeginPlay() |
Overridable native event for when play begins for this actor. |
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OnConstruction ( |
Called when an instance of this class is placed (in editor) or spawned. |
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RerunConstructionScripts() |
Rerun construction scripts, destroying all autogenerated components; will attempt to preserve the root component location. |
Name | Description | ||
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BeginDestroy() |
Called before destroying the object. |
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PostDuplicate ( |
Called after duplication & serialization and before PostLoad. |
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PostEditChangeProperty ( |
Called when a property on this object has been modified externally |
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PostEditUndo() |
Called after applying a transaction to the object. |
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PostInitProperties() |
Called after the C++ constructor and after the properties have been initialized, including those loaded from config. |
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PostLoad() |
Do any object-specific cleanup required immediately after loading an object. |
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Serialize ( |
Handles reading, writing, and reference collecting using FArchive. |
Name | Description | ||
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UTexture ... |
GetColorPickerDisplayImage() |
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UTextureRend... |
GetColorPickerTarget() |
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FCompFreezeF... |
GetFreezeFrameController() |
Name | Description | ||
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UTexture ... |
GetEditorPreviewImage() |
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OnBeginPreview() |
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OnEndPreview() |
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UseImplicitGammaForPreview() |
Name |
Description |
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FOnCompElementConstructed |
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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 |