FPostProcessSettings

To be able to use struct PostProcessSettings.

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Inheritance Hierarchy

FPostProcessSettings

FFinalPostProcessSettings

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Classes/Engine/Scene.h

Include

#include "Engine/Scene.h"

Syntax

struct FPostProcessSettings

Remarks

To be able to use struct PostProcessSettings. Each property consists of a bool to enable it (by default off), the variable declaration and further down the default value for it. The comment should include the meaning and usable range.

Variables

Name Description

Public variable

UTextureCube &#...

 

AmbientCubemap

The Ambient cubemap (Affects diffuse and specular shading), blends additively which if different from all other settings here

Public variable

float

 

AmbientCubemapIntensity

To scale the Ambient cubemap brightness >=0: off, 1(default), >1 brighter

Public variable

FLinearColor

 

AmbientCubemapTint

AmbientCubemap tint color

Public variable

float

 

AmbientOcclusionBias

0, in unreal units, default (3.0) works well for flat surfaces but can reduce details

Public variable

float

 

AmbientOcclusionFadeDistance

0, in unreal units, at what distance the AO effect disppears in the distance (avoding artifacts and AO effects on huge object)

Public variable

float

 

AmbientOcclusionFadeRadius

0, in unreal units, how many units before AmbientOcclusionFadeOutDistance it starts fading out

Public variable

float

 

AmbientOcclusionIntensity

0..1 0=off/no ambient occlusion ..

Public variable

float

 

AmbientOcclusionMipBlend

Affects the blend over the multiple mips (lower resolution versions) , 0:fully use full resolution, 1::fully use low resolution, around 0.6 seems to be a good value

Public variable

float

 

AmbientOcclusionMipScale

Affects the radius AO radius scale over the multiple mips (lower resolution versions)

Public variable

float

 

AmbientOcclusionMipThreshold

To tweak the bilateral upsampling when using multiple mips (lower resolution versions)

Public variable

float

 

AmbientOcclusionPower

0, in unreal units, bigger values means even distant surfaces affect the ambient occlusion

Public variable

float

 

AmbientOcclusionQuality

0=lowest quality..100=maximum quality, only a few quality levels are implemented, no soft transition

Public variable

float

 

AmbientOcclusionRadius

0, in unreal units, bigger values means even distant surfaces affect the ambient occlusion

Public variable

uint32: 1

 

AmbientOcclusionRadiusInWS

True: AO radius is in world space units, false: AO radius is locked the view space in 400 units

Public variable

float

 

AmbientOcclusionStaticFraction

0..1 0=no effect on static lighting ..

Public variable

float

 

AutoExposureBias

Logarithmic adjustment for the exposure.

Public variable

UCurveFloat ...

 

AutoExposureBiasCurve

Exposure compensation based on the scene EV100.

Public variable

float

 

AutoExposureCalibrationConstant

Calibration constant for 18% albedo.

Public variable

float

 

AutoExposureHighPercent

The eye adaptation will adapt to a value extracted from the luminance histogram of the scene color.

Public variable

float

 

AutoExposureLowPercent

The eye adaptation will adapt to a value extracted from the luminance histogram of the scene color.

Public variable

float

 

AutoExposureMaxBrightness

Auto-Exposure maximum adaptation.

Public variable

TEnumAsByte< en...

 

AutoExposureMethod

Luminance computation method

Public variable

float

 

AutoExposureMinBrightness

Auto-Exposure minimum adaptation.

Public variable

float

 

AutoExposureSpeedDown

0

Public variable

float

 

AutoExposureSpeedUp

0

Public variable

float

 

Bloom1Size

Diameter size for the Bloom1 in percent of the screen width (is done in 1/2 resolution, larger values cost more performance, good for high frequency details) >=0: can be clamped because of shader limitations

Public variable

FLinearColor

 

Bloom1Tint

Bloom1 tint color

Public variable

float

 

Bloom2Size

Diameter size for Bloom2 in percent of the screen width (is done in 1/4 resolution, larger values cost more performance) >=0: can be clamped because of shader limitations

Public variable

FLinearColor

 

Bloom2Tint

Bloom2 tint color

Public variable

float

 

Bloom3Size

Diameter size for Bloom3 in percent of the screen width (is done in 1/8 resolution, larger values cost more performance) >=0: can be clamped because of shader limitations

Public variable

FLinearColor

 

Bloom3Tint

Bloom3 tint color

Public variable

float

 

Bloom4Size

Diameter size for Bloom4 in percent of the screen width (is done in 1/16 resolution, larger values cost more performance, best for wide contributions) >=0: can be clamped because of shader limitations

Public variable

FLinearColor

 

Bloom4Tint

Bloom4 tint color

Public variable

float

 

Bloom5Size

Diameter size for Bloom5 in percent of the screen width (is done in 1/32 resolution, larger values cost more performance, best for wide contributions) >=0: can be clamped because of shader limitations

Public variable

FLinearColor

 

Bloom5Tint

Bloom5 tint color

Public variable

float

 

Bloom6Size

Diameter size for Bloom6 in percent of the screen width (is done in 1/64 resolution, larger values cost more performance, best for wide contributions) >=0: can be clamped because of shader limitations

Public variable

FLinearColor

 

Bloom6Tint

Bloom6 tint color

Public variable

float

 

BloomConvolutionBufferScale

Implicit buffer region as a fraction of the screen size to insure the bloom does not wrap across the screen.

Public variable

FVector2D

 

BloomConvolutionCenterUV

The UV location of the center of the kernel. Should be very close to (.5,.5)

Public variable

float

 

BloomConvolutionPreFilterMax

Boost intensity of select pixels prior to computing bloom convolution (Min, Max, Multiplier).

Public variable

float

 

BloomConvolutionPreFilterMin

Boost intensity of select pixels prior to computing bloom convolution (Min, Max, Multiplier).

Public variable

float

 

BloomConvolutionPreFilterMult

Boost intensity of select pixels prior to computing bloom convolution (Min, Max, Multiplier).

Public variable

float

 

BloomConvolutionSize

Relative size of the convolution kernel image compared to the minor axis of the viewport

Public variable

UTexture2D *...

 

BloomConvolutionTexture

Texture to replace default convolution bloom kernel

Public variable

UTexture *

 

BloomDirtMask

Texture that defines the dirt on the camera lens where the light of very bright objects is scattered.

Public variable

float

 

BloomDirtMaskIntensity

BloomDirtMask intensity

Public variable

FLinearColor

 

BloomDirtMaskTint

BloomDirtMask tint color

Public variable

float

 

BloomIntensity

Multiplier for all bloom contributions >=0: off, 1(default), >1 brighter

Public variable

TEnumAsByte< en...

 

BloomMethod

Bloom algorithm

Public variable

float

 

BloomSizeScale

Scale for all bloom sizes

Public variable

float

 

BloomThreshold

Minimum brightness the bloom starts having effect -1:all pixels affect bloom equally (physically correct, faster as a threshold pass is omitted), 0:all pixels affect bloom brights more, 1(default), >1 brighter

Public variable

float

 

BlueCorrection

Correct for artifacts with "electric" blues due to the ACEScg color space.

Public variable

uint8: 1

 

bMobileHQGaussian

Enable HQ Gaussian on high end mobile platforms. (ES3_1)

Public variable

uint8: 1

 

bOverride_AmbientCubemapIntensity

Public variable

uint8: 1

 

bOverride_AmbientCubemapTint

Public variable

uint8: 1

 

bOverride_AmbientOcclusionBias

Public variable

uint8: 1

 

bOverride_AmbientOcclusionFadeDistance

Public variable

uint8: 1

 

bOverride_AmbientOcclusionFadeRadius

Public variable

uint8: 1

 

bOverride_AmbientOcclusionIntensity

Public variable

uint8: 1

 

bOverride_AmbientOcclusionMipBlend

Public variable

uint8: 1

 

bOverride_AmbientOcclusionMipScale

Public variable

uint8: 1

 

bOverride_AmbientOcclusionMipThreshold

Public variable

uint8: 1

 

bOverride_AmbientOcclusionPower

Public variable

uint8: 1

 

bOverride_AmbientOcclusionQuality

Public variable

uint8: 1

 

bOverride_AmbientOcclusionRadius

Public variable

uint8: 1

 

bOverride_AmbientOcclusionRadiusInWS

Public variable

uint8: 1

 

bOverride_AmbientOcclusionStaticFraction

Public variable

uint8: 1

 

bOverride_AutoExposureBias

Public variable

uint8: 1

 

bOverride_AutoExposureBiasCurve

Public variable

uint8: 1

 

bOverride_AutoExposureCalibrationConstant

Public variable

uint8: 1

 

bOverride_AutoExposureHighPercent

Public variable

uint8: 1

 

bOverride_AutoExposureLowPercent

Public variable

uint8: 1

 

bOverride_AutoExposureMaxBrightness

Public variable

uint8: 1

 

bOverride_AutoExposureMethod

Public variable

uint8: 1

 

bOverride_AutoExposureMinBrightness

Public variable

uint8: 1

 

bOverride_AutoExposureSpeedDown

Public variable

uint8: 1

 

bOverride_AutoExposureSpeedUp

Public variable

uint8: 1

 

bOverride_Bloom1Size

Public variable

uint8: 1

 

bOverride_Bloom1Tint

Public variable

uint8: 1

 

bOverride_Bloom2Size

Public variable

uint8: 1

 

bOverride_Bloom2Tint

Public variable

uint8: 1

 

bOverride_Bloom3Size

Public variable

uint8: 1

 

bOverride_Bloom3Tint

Public variable

uint8: 1

 

bOverride_Bloom4Size

Public variable

uint8: 1

 

bOverride_Bloom4Tint

Public variable

uint8: 1

 

bOverride_Bloom5Size

Public variable

uint8: 1

 

bOverride_Bloom5Tint

Public variable

uint8: 1

 

bOverride_Bloom6Size

Public variable

uint8: 1

 

bOverride_Bloom6Tint

Public variable

uint8: 1

 

bOverride_BloomConvolutionBufferScale

Public variable

uint8: 1

 

bOverride_BloomConvolutionCenterUV

Public variable

uint8: 1

 

bOverride_BloomConvolutionPreFilterMax

Public variable

uint8: 1

 

bOverride_BloomConvolutionPreFilterMin

Public variable

uint8: 1

 

bOverride_BloomConvolutionPreFilterMult

Public variable

uint8: 1

 

bOverride_BloomConvolutionSize

Public variable

uint8: 1

 

bOverride_BloomConvolutionTexture

Public variable

uint8: 1

 

bOverride_BloomDirtMask

Public variable

uint8: 1

 

bOverride_BloomDirtMaskIntensity

Public variable

uint8: 1

 

bOverride_BloomDirtMaskTint

Public variable

uint8: 1

 

bOverride_BloomIntensity

Public variable

uint8: 1

 

bOverride_BloomMethod

Public variable

uint8: 1

 

bOverride_BloomSizeScale

Public variable

uint8: 1

 

bOverride_BloomThreshold

Public variable

uint8: 1

 

bOverride_BlueCorrection

Public variable

uint8: 1

 

bOverride_CameraISO

Public variable

uint8: 1

 

bOverride_CameraShutterSpeed

Public variable

uint8: 1

 

bOverride_ChromaticAberrationStartOffset

Public variable

uint8: 1

 

bOverride_ColorContrast

Public variable

uint8: 1

 

bOverride_ColorContrastHighlights

Public variable

uint8: 1

 

bOverride_ColorContrastMidtones

Public variable

uint8: 1

 

bOverride_ColorContrastShadows

Public variable

uint8: 1

 

bOverride_ColorCorrectionHighlightsMin

Public variable

uint8: 1

 

bOverride_ColorCorrectionShadowsMax

Public variable

uint8: 1

 

bOverride_ColorGain

Public variable

uint8: 1

 

bOverride_ColorGainHighlights

Public variable

uint8: 1

 

bOverride_ColorGainMidtones

Public variable

uint8: 1

 

bOverride_ColorGainShadows

Public variable

uint8: 1

 

bOverride_ColorGamma

Public variable

uint8: 1

 

bOverride_ColorGammaHighlights

Public variable

uint8: 1

 

bOverride_ColorGammaMidtones

Public variable

uint8: 1

 

bOverride_ColorGammaShadows

Public variable

uint8: 1

 

bOverride_ColorGradingIntensity

Public variable

uint8: 1

 

bOverride_ColorGradingLUT

Public variable

uint8: 1

 

bOverride_ColorOffset

Public variable

uint8: 1

 

bOverride_ColorOffsetHighlights

Public variable

uint8: 1

 

bOverride_ColorOffsetMidtones

Public variable

uint8: 1

 

bOverride_ColorOffsetShadows

Public variable

uint8: 1

 

bOverride_ColorSaturation

Color Correction controls.

Public variable

uint8: 1

 

bOverride_ColorSaturationHighlights

Public variable

uint8: 1

 

bOverride_ColorSaturationMidtones

Public variable

uint8: 1

 

bOverride_ColorSaturationShadows

Public variable

uint8: 1

 

bOverride_DepthOfFieldBladeCount

Public variable

uint8: 1

 

bOverride_DepthOfFieldDepthBlurAmount

Public variable

uint8: 1

 

bOverride_DepthOfFieldDepthBlurRadius

Public variable

uint8: 1

 

bOverride_DepthOfFieldFarBlurSize

Public variable

uint8: 1

 

bOverride_DepthOfFieldFarTransitionRegion

Public variable

uint8: 1

 

bOverride_DepthOfFieldFocalDistance

Public variable

uint8: 1

 

bOverride_DepthOfFieldFocalRegion

Public variable

uint8: 1

 

bOverride_DepthOfFieldFstop

Public variable

uint8: 1

 

bOverride_DepthOfFieldMinFstop

Public variable

uint8: 1

 

bOverride_DepthOfFieldNearBlurSize

Public variable

uint8: 1

 

bOverride_DepthOfFieldNearTransitionRegion

Public variable

uint8: 1

 

bOverride_DepthOfFieldOcclusion

Public variable

uint8: 1

 

bOverride_DepthOfFieldScale

Public variable

uint8: 1

 

bOverride_DepthOfFieldSensorWidth

Public variable

uint8: 1

 

bOverride_DepthOfFieldSkyFocusDistance

Public variable

uint8: 1

 

bOverride_DepthOfFieldVignetteSize

Public variable

uint8: 1

 

bOverride_ExpandGamut

Public variable

uint8: 1

 

bOverride_FilmBlackClip

Public variable

uint8: 1

 

bOverride_FilmChannelMixerBlue

Public variable

uint8: 1

 

bOverride_FilmChannelMixerGreen

Public variable

uint8: 1

 

bOverride_FilmChannelMixerRed

Public variable

uint8: 1

 

bOverride_FilmContrast

Public variable

uint8: 1

 

bOverride_FilmDynamicRange

Public variable

uint8: 1

 

bOverride_FilmHealAmount

Public variable

uint8: 1

 

bOverride_FilmSaturation

Public variable

uint8: 1

 

bOverride_FilmShadowTint

Public variable

uint8: 1

 

bOverride_FilmShadowTintAmount

Public variable

uint8: 1

 

bOverride_FilmShadowTintBlend

Public variable

uint8: 1

 

bOverride_FilmShoulder

Public variable

uint8: 1

 

bOverride_FilmSlope

Public variable

uint8: 1

 

bOverride_FilmToe

Public variable

uint8: 1

 

bOverride_FilmToeAmount

Public variable

uint8: 1

 

bOverride_FilmWhiteClip

Public variable

uint8: 1

 

bOverride_FilmWhitePoint

Public variable

uint8: 1

 

bOverride_GrainIntensity

Public variable

uint8: 1

 

bOverride_GrainJitter

Public variable

uint8: 1

 

bOverride_HistogramLogMax

Public variable

uint8: 1

 

bOverride_HistogramLogMin

Public variable

uint8: 1

 

bOverride_IndirectLightingColor

Public variable

uint8: 1

 

bOverride_IndirectLightingIntensity

Public variable

uint8: 1

 

bOverride_LensFlareBokehShape

Public variable

uint8: 1

 

bOverride_LensFlareBokehSize

Public variable

uint8: 1

 

bOverride_LensFlareIntensity

Public variable

uint8: 1

 

bOverride_LensFlareThreshold

Public variable

uint8: 1

 

bOverride_LensFlareTint

Public variable

uint8: 1

 

bOverride_LensFlareTints

Public variable

uint8: 1

 

bOverride_LPVDiffuseOcclusionExponent

Public variable

uint8: 1

 

bOverride_LPVDiffuseOcclusionIntensity

Public variable

uint8: 1

 

bOverride_LPVDirectionalOcclusionFadeRange

Public variable

uint8: 1

 

bOverride_LPVDirectionalOcclusionIntensity

Public variable

uint8: 1

 

bOverride_LPVDirectionalOcclusionRadius

Public variable

uint8: 1

 

bOverride_LPVEmissiveInjectionIntensity

Public variable

uint8: 1

 

bOverride_LPVFadeRange

Public variable

uint8: 1

 

bOverride_LPVGeometryVolumeBias

Public variable

uint8: 1

 

bOverride_LPVIntensity

Public variable

uint8: 1

 

bOverride_LPVSecondaryBounceIntensity

Public variable

uint8: 1

 

bOverride_LPVSecondaryOcclusionIntensity

Public variable

uint8: 1

 

bOverride_LPVSize

Public variable

uint8: 1

 

bOverride_LPVSpecularOcclusionExponent

Public variable

uint8: 1

 

bOverride_LPVSpecularOcclusionIntensity

Public variable

uint8: 1

 

bOverride_LPVVplInjectionBias

Public variable

uint8: 1

 

bOverride_MobileHQGaussian

Public variable

uint8: 1

 

bOverride_MotionBlurAmount

Public variable

uint8: 1

 

bOverride_MotionBlurMax

Public variable

uint8: 1

 

bOverride_MotionBlurPerObjectSize

Public variable

uint8: 1

 

bOverride_MotionBlurTargetFPS

Public variable

uint32: 1

 

bOverride_PathTracingMaxBounces

Public variable

uint32: 1

 

bOverride_PathTracingSamplesPerPixel

Public variable

uint32: 1

 

bOverride_RayTracingAO

Public variable

uint32: 1

 

bOverride_RayTracingAOSamplesPerPixel

Public variable

uint32: 1

 

bOverride_RayTracingGI

Public variable

uint32: 1

 

bOverride_RayTracingGIMaxBounces

Public variable

uint32: 1

 

bOverride_RayTracingGISamplesPerPixel

Public variable

uint32: 1

 

bOverride_RayTracingReflectionsMaxBounces

Public variable

uint32: 1

 

bOverride_RayTracingReflectionsMaxRoughness

Public variable

uint32: 1

 

bOverride_RayTracingReflectionsSamplesPerPixel

Public variable

uint32: 1

 

bOverride_RayTracingReflectionsShadows

Public variable

uint32: 1

 

bOverride_RayTracingTranslucencyMaxRoughness

Public variable

uint32: 1

 

bOverride_RayTracingTranslucencyRefraction

Public variable

uint32: 1

 

bOverride_RayTracingTranslucencyRefractionRays

Public variable

uint32: 1

 

bOverride_RayTracingTranslucencySamplesPerPixel

Public variable

uint32: 1

 

bOverride_RayTracingTranslucencyShadows

Public variable

uint32: 1

 

bOverride_ReflectionsType

Public variable

uint8: 1

 

bOverride_SceneColorTint

Public variable

uint8: 1

 

bOverride_SceneFringeIntensity

Public variable

uint8: 1

 

bOverride_ScreenPercentage

Public variable

uint8: 1

 

bOverride_ScreenSpaceReflectionIntensity

Public variable

uint8: 1

 

bOverride_ScreenSpaceReflectionMaxRoughness

Public variable

uint8: 1

 

bOverride_ScreenSpaceReflectionQuality

Public variable

uint8: 1

 

bOverride_ScreenSpaceReflectionRoughnessScale

Public variable

uint32: 1

 

bOverride_TranslucencyType

Public variable

uint8: 1

 

bOverride_VignetteIntensity

Public variable

uint8: 1

 

bOverride_WhiteTemp

Public variable

uint8: 1

 

bOverride_WhiteTint

Public variable

float

 

CameraISO

The camera sensor sensitivity in ISO.

Public variable

float

 

CameraShutterSpeed

The camera shutter in seconds.

Public variable

float

 

ChromaticAberrationStartOffset

A normalized distance to the center of the framebuffer where the effect takes place.

Public variable

FVector4

 

ColorContrast

Public variable

FVector4

 

ColorContrastHighlights

Public variable

FVector4

 

ColorContrastMidtones

Public variable

FVector4

 

ColorContrastShadows

Public variable

float

 

ColorCorrectionHighlightsMin

Public variable

float

 

ColorCorrectionShadowsMax

Public variable

FVector4

 

ColorGain

Public variable

FVector4

 

ColorGainHighlights

Public variable

FVector4

 

ColorGainMidtones

Public variable

FVector4

 

ColorGainShadows

Public variable

FVector4

 

ColorGamma

Public variable

FVector4

 

ColorGammaHighlights

Public variable

FVector4

 

ColorGammaMidtones

Public variable

FVector4

 

ColorGammaShadows

Public variable

float

 

ColorGradingIntensity

Color grading lookup table intensity. 0 = no intensity, 1=full intensity

Public variable

UTexture *

 

ColorGradingLUT

Look up table texture to use or none of not used

Public variable

FVector4

 

ColorOffset

Public variable

FVector4

 

ColorOffsetHighlights

Public variable

FVector4

 

ColorOffsetMidtones

Public variable

FVector4

 

ColorOffsetShadows

Public variable

FVector4

 

ColorSaturation

Color Correction controls.

Public variable

FVector4

 

ColorSaturationHighlights

Public variable

FVector4

 

ColorSaturationMidtones

Public variable

FVector4

 

ColorSaturationShadows

Public variable

int32

 

DepthOfFieldBladeCount

Defines the number of blades of the diaphragm within the lens (between 4 and 16).

Public variable

float

 

DepthOfFieldDepthBlurAmount

CircleDOF only: Depth blur km for 50%

Public variable

float

 

DepthOfFieldDepthBlurRadius

CircleDOF only: Depth blur radius in pixels at 1920x

Public variable

float

 

DepthOfFieldFarBlurSize

Gaussian only: Maximum size of the Depth of Field blur (in percent of the view width) (note: performance cost scales with size)

Public variable

float

 

DepthOfFieldFarTransitionRegion

To define the width of the transition region next to the focal region on the near side (cm)

Public variable

float

 

DepthOfFieldFocalDistance

Distance in which the Depth of Field effect should be sharp, in unreal units (cm)

Public variable

float

 

DepthOfFieldFocalRegion

Artificial region where all content is in focus, starting after DepthOfFieldFocalDistance, in unreal units (cm)

Public variable

float

 

DepthOfFieldFstop

Defines the opening of the camera lens, Aperture is 1/fstop, typical lens go down to f/1.2 (large opening), larger numbers reduce the DOF effect

Public variable

float

 

DepthOfFieldMinFstop

Defines the maximum opening of the camera lens to control the curvature of blades of the diaphragm.

Public variable

float

 

DepthOfFieldNearBlurSize

Gaussian only: Maximum size of the Depth of Field blur (in percent of the view width) (note: performance cost scales with size)

Public variable

float

 

DepthOfFieldNearTransitionRegion

To define the width of the transition region next to the focal region on the near side (cm)

Public variable

float

 

DepthOfFieldOcclusion

Occlusion tweak factor 1 (0.18 to get natural occlusion, 0.4 to solve layer color leaking issues)

Public variable

float

 

DepthOfFieldScale

SM5: BokehDOF only: To amplify the depth of field effect (like aperture) 0=off ES2: Used to blend DoF.

Public variable

float

 

DepthOfFieldSensorWidth

Width of the camera sensor to assume, in mm.

Public variable

float

 

DepthOfFieldSkyFocusDistance

Artificial distance to allow the skybox to be in focus (e.g. 200000), <=0 to switch the feature off, only for GaussianDOF, can cost performance

Public variable

float

 

DepthOfFieldVignetteSize

Artificial circular mask to (near) blur content outside the radius, only for GaussianDOF, diameter in percent of screen width, costs performance if the mask is used, keep Feather can Radius on default to keep it off

Public variable

float

 

ExpandGamut

Expand bright saturated colors outside the sRGB gamut to fake wide gamut rendering.

Public variable

float

 

FilmBlackClip

Public variable

FLinearColor

 

FilmChannelMixerBlue

Public variable

FLinearColor

 

FilmChannelMixerGreen

Public variable

FLinearColor

 

FilmChannelMixerRed

Public variable

float

 

FilmContrast

Public variable

float

 

FilmDynamicRange

Public variable

float

 

FilmHealAmount

Public variable

float

 

FilmSaturation

Public variable

FLinearColor

 

FilmShadowTint

Public variable

float

 

FilmShadowTintAmount

Public variable

float

 

FilmShadowTintBlend

Public variable

float

 

FilmShoulder

Public variable

float

 

FilmSlope

Public variable

float

 

FilmToe

Public variable

float

 

FilmToeAmount

Public variable

float

 

FilmWhiteClip

Public variable

FLinearColor

 

FilmWhitePoint

Public variable

float

 

GrainIntensity

0..1 grain intensity

Public variable

float

 

GrainJitter

0..1 grain jitter

Public variable

float

 

HistogramLogMax

Histogram Max value.

Public variable

float

 

HistogramLogMin

Histogram Min value.

Public variable

FLinearColor

 

IndirectLightingColor

Adjusts indirect lighting color.

Public variable

float

 

IndirectLightingIntensity

Scales the indirect lighting contribution.

Public variable

UTexture *

 

LensFlareBokehShape

Defines the shape of the Bokeh when the image base lens flares are blurred, cannot be blended

Public variable

float

 

LensFlareBokehSize

Size of the Lens Blur (in percent of the view width) that is done with the Bokeh texture (note: performance cost is radius*radius)

Public variable

float

 

LensFlareIntensity

Brightness scale of the image cased lens flares (linear)

Public variable

float

 

LensFlareThreshold

Minimum brightness the lens flare starts having effect (this should be as high as possible to avoid the performance cost of blurring content that is too dark too see)

Public variable

FLinearColor

 

LensFlareTint

Tint color for the image based lens flares.

Public variable

FLinearColor[8]

 

LensFlareTints

RGB defines the lens flare color, A it's position. This is a temporary solution.

Public variable

float

 

LPVDiffuseOcclusionExponent

Diffuse occlusion exponent - increase for more contrast. 1 to 2 is recommended

Public variable

float

 

LPVDiffuseOcclusionIntensity

Diffuse occlusion intensity - higher values provide increased diffuse occlusion.

Public variable

float

 

LPVDirectionalOcclusionFadeRange

LPV Directional Occlusion Fade range - increase to fade more gradually towards the LPV edges.

Public variable

float

 

LPVDirectionalOcclusionIntensity

Controls the amount of directional occlusion.

Public variable

float

 

LPVDirectionalOcclusionRadius

Occlusion Radius - 16 is recommended for most scenes

Public variable

float

 

LPVEmissiveInjectionIntensity

Public variable

float

 

LPVFadeRange

LPV Fade range - increase to fade more gradually towards the LPV edges.

Public variable

float

 

LPVGeometryVolumeBias

Bias applied to the geometry volume in cell units.

Public variable

float

 

LPVIntensity

How strong the dynamic GI from the LPV should be.

Public variable

float

 

LPVSecondaryBounceIntensity

Secondary bounce light strength (bounce light shadows). Set to 0 to disable

Public variable

float

 

LPVSecondaryOcclusionIntensity

Secondary occlusion strength (bounce light shadows). Set to 0 to disable

Public variable

float

 

LPVSize

The size of the LPV volume, in Unreal units

Public variable

float

 

LPVSpecularOcclusionExponent

Specular occlusion exponent - increase for more contrast. 6 to 9 is recommended

Public variable

float

 

LPVSpecularOcclusionIntensity

Specular occlusion intensity - higher values provide increased specular occlusion.

Public variable

float

 

LPVVplInjectionBias

Bias applied to light injected into the LPV in cell units.

Public variable

float

 

MotionBlurAmount

Strength of motion blur, 0:off, should be renamed to intensity

Public variable

float

 

MotionBlurMax

Max distortion caused by motion blur, in percent of the screen width, 0:off

Public variable

float

 

MotionBlurPerObjectSize

The minimum projected screen radius for a primitive to be drawn in the velocity pass, percentage of screen width.

Public variable

int32

 

MotionBlurTargetFPS

Defines the target FPS for motion blur.

Public variable

int32

 

PathTracingMaxBounces

Path Tracing.

Public variable

int32

 

PathTracingSamplesPerPixel

Sets the samples per pixel for the path tracer.

Public variable

uint32: 1

 

RayTracingAO

Enables ray tracing ambient occlusion.

Public variable

int32

 

RayTracingAOSamplesPerPixel

Sets the samples per pixel for ray tracing ambient occlusion.

Public variable

uint32: 1

 

RayTracingGI

Enables ray tracing global illumination.

Public variable

int32

 

RayTracingGIMaxBounces

Sets the ray tracing global illumination maximum bounces.

Public variable

int32

 

RayTracingGISamplesPerPixel

Sets the samples per pixel for ray tracing global illumination.

Public variable

int32

 

RayTracingReflectionsMaxBounces

Sets the maximum number of ray tracing reflection bounces.

Public variable

float

 

RayTracingReflectionsMaxRoughness

Sets the maximum roughness until which ray tracing reflections will be visible (lower value is faster).

Public variable

int32

 

RayTracingReflectionsSamplesPerPixel

Sets the samples per pixel for ray traced reflections.

Public variable

EReflectedAndRe...

 

RayTracingReflectionsShadows

Sets the reflected shadows type.

Public variable

float

 

RayTracingTranslucencyMaxRoughness

Sets the maximum roughness until which ray tracing translucency will be visible (lower value is faster).

Public variable

uint8: 1

 

RayTracingTranslucencyRefraction

Sets whether refraction should be enabled or not (if not rays will not scatter and only travel in the same direction as before the intersection event).

Public variable

int32

 

RayTracingTranslucencyRefractionRays

Sets the maximum number of ray tracing refraction rays.

Public variable

int32

 

RayTracingTranslucencySamplesPerPixel

Sets the samples per pixel for ray traced translucency.

Public variable

EReflectedAndRe...

 

RayTracingTranslucencyShadows

Sets the translucency shadows type.

Public variable

EReflectionsTyp...

 

ReflectionsType

Sets the reflections type

Public variable

FLinearColor

 

SceneColorTint

Scene tint color

Public variable

float

 

SceneFringeIntensity

In percent, Scene chromatic aberration / color fringe (camera imperfection) to simulate an artifact that happens in real-world lens, mostly visible in the image corners.

Public variable

float

 

ScreenPercentage

To render with lower or high resolution than it is presented, controlled by console variable, 100:off, needs to be <99 to get upsampling and lower to get performance, >100 for super sampling (slower but higher quality), only applied in game

Public variable

float

 

ScreenSpaceReflectionIntensity

Enable/Fade/disable the Screen Space Reflection feature, in percent, avoid numbers between 0 and 1 fo consistency

Public variable

float

 

ScreenSpaceReflectionMaxRoughness

Until what roughness we fade the screen space reflections, 0.8 works well, smaller can run faster

Public variable

float

 

ScreenSpaceReflectionQuality

0=lowest quality..100=maximum quality, only a few quality levels are implemented, no soft transition, 50 is the default for better performance.

Public variable

ETranslucencyTy...

 

TranslucencyType

Sets the translucency type

Public variable

float

 

VignetteIntensity

0..1 0=off/no vignette .. 1=strong vignette

Public variable

FWeightedBlenda...

 

WeightedBlendables

Note: Adding properties before this line require also changes to the OverridePostProcessSettings() function and FPostProcessSettings constructor and possibly the SetBaseValues() method.

Public variable

float

 

WhiteTemp

Public variable

float

 

WhiteTint

Constructors

Name Description

Public function

FPostProcessSettings()

Good start values for a new volume, by default no value is overriding

Public function

FPostProcessSettings

(
    const FPostProcessSettings&
)

Functions

Name Description

Public function

void

 

AddBlendable

(
    TScriptInterface< IBlendableInterfa...,
    float InWeight
)

Adds an Blendable (implements IBlendableInterface) to the array of Blendables (if it doesn't exist) and update the weight

Public function

void

 

OnAfterLoad()

For backwards compatibility

Public function

void

 

PostSerialize

(
    const FArchive& Ar
)

Public function

void

 

RemoveBlendable

Removes one or multiple blendables from the array

Public function

bool

 

Serialize

(
    FArchive& Ar
)

Public function

void

 

SetBaseValues()

Used to define the values before any override happens. Should be as neutral as possible.

Constants

Name

Description

kDefaultDepthOfFieldBladeCount

Default number of blade of the diaphragm to simulate in depth of field.

Deprecated Variables

Name Description

Public variable

float

 

AmbientOcclusionDistance_DEPRECATED

0, in unreal units, how wide the ambient occlusion effect should affect the geometry (in depth), will be removed - only used for non normal method which is not exposed

Public variable

TArray< UObject...

 

Blendables_DEPRECATED

For backwards compatibility

Public variable

FVector

 

BloomConvolutionPreFilter_DEPRECATED

Public variable

uint8: 1

 

bOverride_AmbientOcclusionDistance_DEPRECATED

Public variable

uint8: 1

 

bOverride_BloomConvolutionPreFilter_DEPRECATED

Public variable

TEnumAsByte< en...

 

DepthOfFieldMethod_DEPRECATED

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