AComposurePipelineBaseActor

Actor designed to implement compositing pipeline in a blueprint.

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Inheritance Hierarchy

References

Module

Composure

Header

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

Include

#include "ComposurePipelineBaseActor.h"

Syntax

UCLASS(BlueprintType, Blueprintable, Config=Engine,
       Meta=(ShortTooltip="Actor designed to implement compositing pipeline in a blueprint."))
class AComposurePipelineBaseActor : public AActor

Remarks

Actor designed to implement compositing pipeline in a blueprint.

Variables

Name Description

Public variable

bool

 

bAutoRun

When set, we'll call EnqueueRendering() each frame automatically.

Protected variable

bool

 

bAutoRunChildElementsAndSelf

When set to false, all composure elements including itself's rendering will not automatically be called in the pipeline.

Public variable

bool

 

bRunInEditor

With bAutoRun, this will run EnqueueRendering() in editor - enqueuing render calls along with Editor scene rendering.

Constructors

Name Description

Public function

AComposurePipelineBaseActor

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function Const

bool

 

AreChildrenAndSelfAutoRun()

Public function

void

 

EnqueueRendering

(
    bool bCameraCutThisFrame
)

Entry point for a composure Blueprint to do its render enqueuing from.

Public function Virtual Const UFunction Category blueprintsetter

int32

 

GetRenderPriority()

Public function Const

bool

 

IsActivelyRunning()

Public function Const

bool

 

IsAutoRunSuspended()

Public function Virtual UFunction blueprintgetter

void

 

SetAutoRun

(
    bool bNewAutoRunVal
)

Public function Virtual

void

 

SetAutoRunChildrenAndSelf

(
    bool bAutoRunChildAndSelf
)

Overridden from AActor

Name Description

Public function Virtual

void

 

RerunConstructionScripts()

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