UComposurePostProcessPass

In engine post process based pass.

Windows
MacOS
Linux

Inheritance Hierarchy

References

Module

Composure

Header

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

Include

#include "ComposurePostProcessPass.h"

Syntax

[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)()
class UComposurePostProcessPass : public USceneComponent

Remarks

In engine post process based pass.

Variables

Name Description

Protected variable UProperty Transient nontransactional

UComposurePostP...

 

BlendableInterface

Blendable interface to intercept the OverrideBlendableSettings.

Protected variable UProperty Transient nontransactional

USceneCaptureCo...

 

SceneCapture

Underlying scene capture.

Protected variable UProperty Transient nontransactional

UMaterialInterf...

 

SetupMaterial

Setup post process material.

Protected variable

UMaterialInterf...

 

TonemapperReplacement

Internal material that replace the tonemapper to output linear color space.

Constructors

Name Description

Public function

UComposurePostProcessPass

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function Const UFunction BlueprintCallable, Category

UTextureRend...

 

GetOutputRenderTarget()

Gets current output render target.

Public function Const

UMaterialInt...

 

GetSetupMaterial()

Gets current setup material.

Protected function Const

void

 

OverrideBlendableSettings

(
    FSceneView& View,
    float Weight
)

Called by UComposurePostProcessBlendable::OverrideBlendableSettings.

Public function

void

 

SetOutputRenderTarget

(
    UTextureRenderTarget2D* Render...
)

Sets current output render target.

Public function UFunction BlueprintPure, Category

void

 

SetSetupMaterial

(
    UMaterialInterface* Material
)

Sets a custom setup post process material. The material location must be set at BeforeTranslucency.

Overridden from UActorComponent

Name Description

Public function Virtual

void

 

Activate

(
    bool bReset
)

Activates the SceneComponent, should be overridden by native child classes.

Public function Virtual

void

 

Deactivate()

Deactivates the SceneComponent.

Public function Virtual

void

 

OnComponentDestroyed

(
    bool bDestroyingHierarchy
)

Called when a component is destroyed

Help shape the future of Unreal Engine documentation! Tell us how we're doing so we can serve you better.
Take our survey
Dismiss