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Layer for shadow & reflection catching with two additional scene capture renders. Primitives are rendered in one scene capture but not the other. The division of both creates a multiplicative matte that can be applied onto the plate.
| Name | UCompositeLayerShadowReflection |
| Type | class |
| Header File | /Engine/Plugins/Compositing/Composite/Source/Composite/Public/Layers/CompositeLayerShadowReflection.h |
| Include Path | #include "Layers/CompositeLayerShadowReflection.h" |
Syntax
UCLASS (MinimalAPI, BlueprintType, Blueprintable, EditInlineNew, CollapseCategories,
Meta=(DisplayName="Shadow Reflection Catcher"))
class UCompositeLayerShadowReflection : public UCompositeLayerBase
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UCompositeLayerBase → UCompositeLayerShadowReflection
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UCompositeLayerShadowReflection
(
const FObjectInitializer& ObjectInitializer |
Constructor. | Layers/CompositeLayerShadowReflection.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~UCompositeLayerShadowReflection() |
Destructor. | Layers/CompositeLayerShadowReflection.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AutoConfigureActors | ECompositeHiddenInSceneCaptureConfiguration | Depending on the configuration mode, we automatically enable or disable the following (primitive component) properties: | Layers/CompositeLayerShadowReflection.h |
|
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Actors | TArray< TSoftObjectPtr< AActor > > | List of reflection & shadow caster actors. | Layers/CompositeLayerShadowReflection.h |
|
| CachedSceneCaptures | TStaticArray< TWeakObjectPtr< UCompositeShadowReflectionCatcherComponent >, 2 > | Cached pointer to the scene captures with CG and without CG. | Layers/CompositeLayerShadowReflection.h | |
| CachedVisibilityInSceneCapture | TMap< TWeakObjectPtr< UPrimitiveComponent >, FCompositeShadowReflectionPrimitiveState > | Cached visibility in scene capture state to restore initial values. | Layers/CompositeLayerShadowReflection.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
const TArray< TSoftObjectPtr< AActor > > GetActors() |
Get reflection & shadow caster actors. | Layers/CompositeLayerShadowReflection.h |
|
void SetActors
(
TArray< TSoftObjectPtr< AActor > > InActors |
Set reflection & shadow caster actors. | Layers/CompositeLayerShadowReflection.h |
|
Overridden from UCompositeLayerBase
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool GetProxy
(
FTraversalContext& InContext, |
Getter function to override, returning pass layer proxies to be passed to the render thread. | Layers/CompositeLayerShadowReflection.h | |
virtual void OnRemoved
(
const UWorld* World |
Called when the layer is removed or composite actor is destroyed. | Layers/CompositeLayerShadowReflection.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void BeginDestroy() |
Layers/CompositeLayerShadowReflection.h | ||
virtual void PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Layers/CompositeLayerShadowReflection.h | ||
virtual void PostEditUndo() |
Layers/CompositeLayerShadowReflection.h | ||
virtual void PreEditUndo() |
Layers/CompositeLayerShadowReflection.h |