FFinalPostProcessSettings

All blended postprocessing in one place, non lerpable data is stored in non merged form

Windows
MacOS
Linux

Inheritance Hierarchy

FPostProcessSettings

FFinalPostProcessSettings

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Public/FinalPostProcessSettings.h

Include

#include "FinalPostProcessSettings.h"

Syntax

class FFinalPostProcessSettings : public FPostProcessSettings

Remarks

All blended postprocessing in one place, non lerpable data is stored in non merged form

Variables

Name Description

Public variable

bool

 

bBufferVisualizationDumpRequired

Current buffer visualization dumping settings.

Public variable

bool

 

bBufferVisualizationOverviewTargetIsSelected

Optional selected buffer in the buffer visualization overview.

Public variable

FBlendableManag...

 

BlendableManager

Maintains a container with IBlendableInterface objects and their data.

Public variable

FString

 

BufferVisualizationDumpBaseFilename

Public variable

TArray< UMateri...

 

BufferVisualizationOverviewMaterials

List of materials to use in the buffer visualization overview.

Public variable

FString

 

BufferVisualizationOverviewSelectedTargetMaterialName

Public variable

TMap< FName, TS...

 

BufferVisualizationPipes

A map of buffer visualization material names to visualization pipes onto which each intermediate render target will be pushed, if set.

Public variable

TArray< FCubema...

 

ContributingCubemaps

Was not merged during blending unlike e.g. BloomThreshold

Public variable

TArray< FLUTBle...

 

ContributingLUTs

Public variable

UMaterialInstan...

 

HighResScreenshotCaptureRegionMaterial

Material to use for rendering the high resolution screenshot capture region. Post processing only draws the region if this material is set.

Public variable

UMaterialInterf...

 

HighResScreenshotMaskMaterial

Material to use for rendering just the high res screenshot mask. Post process expects this material to be set all the time.

Public variable

UMaterialInterf...

 

HighResScreenshotMaterial

Material to use for rendering high res screenshot with mask. Post process expects this material to be set all the time.

Constructors

Name Description

Public function

FFinalPostProcessSettings()

Functions

Name Description

Public function Const

uint32

 

FindIndex

(
    UTexture* Tex
)

Public function

void

 

LerpTo

(
    UTexture* InTexture,
    float Weight
)

Public function

void

 

PushLUT

(
    UTexture* Texture,
    float Weight
)

Add a LUT(look up table) to the ones that are blended together

Public function

void

 

SetLUT

(
    UTexture* Texture
)

Public function

void

 

UpdateEntry

(
    const FCubemapEntry& Entry,
    float Weight
)

Updated existing one or creates a new one this allows to combined volumes for fading between them but also to darken/disable volumes in some areas

Classes

Name

Description

Public struct

FCubemapEntry

Public struct

FLUTBlenderEntry

Select Skin
Light
Dark

Welcome to the new Unreal Engine 4 Documentation site!

We're working on lots of new features including a feedback system so you can tell us how we are doing. It's not quite ready for use in the wild yet, so head over to the Documentation Feedback forum to tell us about this page or call out any issues you are encountering in the meantime.

We'll be sure to let you know when the new system is up and running.

Post Feedback