AColorCorrectRegion

An instance of Color Correction Region.

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Inheritance Hierarchy

References

Module

ColorCorrectRegions

Header

/Engine/Plugins/Experimental/ColorCorrectRegions/Source/ColorCorrectRegions/Public/ColorCorrectRegion.h

Include

#include "ColorCorrectRegion.h"

Syntax

UCLASS(Blueprintable, Abstract)
class AColorCorrectRegion : public AActor

Remarks

An instance of Color Correction Region. Used to aggregate all active regions. This actor is aggregated by ColorCorrectRegionsSubsystem which handles:

  • Level Loaded, Undo/Redo, Added to level, Removed from level events. AActor class itself is not aware of when it is added/removed, Undo/Redo etc in the Editor. AColorCorrectRegion reaches out to UColorCorrectRegionsSubsystem when its priority is changed, requesting regions to be sorted or during BeginPlay/EndPlay to register itself. More information in ColorCorrectRegionsSubsytem.h

Variables

Name Description

Public variable UProperty Category, EditAnywhere BlueprintReadWrite

FColorGradingSe...

 

ColorGradingSettings

Color correction settings.

Public variable UProperty Category, EditAnywhere BlueprintReadWrite

bool

 

Enabled

Enable/Disable color correction provided by this region.

Public variable UProperty Category, EditAnywhere BlueprintReadWrite

bool

 

ExcludeStencil

Enable stenciling.

Public variable UProperty Category, EditAnywhere, Meta BlueprintReadWrite

float

 

Falloff

  1. Softening the region.

Public variable UProperty Category, EditAnywhere, Meta BlueprintReadWrite

float

 

Inner

Inner of the region. Swapped with Outer in case it is higher than Outer.

Public variable UProperty Category, EditAnywhere, Meta BlueprintReadWrite

float

 

Intensity

Color correction intensity. Clamped to 0-1 range.

Public variable UProperty Category, EditAnywhere BlueprintReadWrite

bool

 

Invert

Invert region.

Public variable UProperty Category, EditAnywhere, Meta BlueprintReadWrite

float

 

Outer

Outer of the region.

Public variable UProperty Category, EditAnywhere BlueprintReadWrite

int32

 

Priority

Render priority/order.

Public variable UProperty Category, EditAnywhere BlueprintReadWrite

float

 

Temperature

Color correction temperature.

Public variable UProperty Category, EditAnywhere BlueprintReadWrite

EColorCorrectRe...

 

TemperatureType

Type of algorithm to be used to control color temperature or white balance.

Public variable UProperty Category, EditAnywhere BlueprintReadWrite

EColorCorrectRe...

 

Type

Region type.

Constructors

Name Description

Public function

AColorCorrectRegion

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function

void

 

Cleanup()

We have to manage the lifetime of the region ourselves, because EndPlay is not guaranteed to be called and BeginDestroy could be called from GC when it is too late.

Public function Const

void

 

GetBounds

(
    FVector& InOutOrigin,
    FVector& InOutBoxExtent
)

This is used on render thread, and not atomic on purpose to avoid stalling Render thread even for a little bit.

Overridden from AActor

Name Description

Public function Virtual

void

 

BeginPlay()

To handle play in Editor, PIE and Standalone.

Public function Virtual

void

 

EndPlay

(
    const EEndPlayReason::Type EndPlayR...
)

Overridable function called whenever this actor is being removed from a level

Public function Virtual Const

bool

 

ShouldTickIfViewportsOnly()

If true, actor is ticked even if TickType==LEVELTICK_ViewportsOnly

Public function Virtual

void

 

TickActor

(
    float DeltaTime,
    enum ELevelTick TickType,
    FActorTickFunction& ThisTickFuncti...
)

Dispatches the once-per frame Tick() function for this actor

Overridden from UObject

Name Description

Public function Virtual

void

 

BeginDestroy()

Called before destroying the object.

Public function Virtual

void

 

PostEditChangeProperty

(
    FPropertyChangedEvent& PropertyCha...
)

Called when any of the properties are changed.