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FXAA holdout composite pass, mostly useful for applying on the composite render pass for CG/Motion Graphics.
| Name | UCompositePassFXAA |
| Type | class |
| Header File | /Engine/Plugins/Compositing/Composite/Source/Composite/Public/Passes/CompositePassFXAA.h |
| Include Path | #include "Passes/CompositePassFXAA.h" |
Syntax
UCLASS (MinimalAPI, BlueprintType, Blueprintable, EditInlineNew, CollapseCategories,
Meta=(DisplayName="FXAA Pass"))
class UCompositePassFXAA : public UCompositePassBase
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UCompositePassBase → UCompositePassFXAA
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UCompositePassFXAA
(
const FObjectInitializer& ObjectInitializer |
Constructor | Passes/CompositePassFXAA.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
~UCompositePassFXAA() |
Destructor | Passes/CompositePassFXAA.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Quality | int32 | FXAA quality control, matching the "r.fxaa.quality" console variable values. | Passes/CompositePassFXAA.h |
|
Functions
Public
Overridden from UCompositePassBase
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool GetProxy
(
const UE::CompositeCore::FPassInputDecl& InputDecl, |
Getter function to override, returning pass proxies to be passed to the render thread. | Passes/CompositePassFXAA.h |