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Post-process material holdout composite pass.
| Name | UCompositePassMaterial |
| Type | class |
| Header File | /Engine/Plugins/Compositing/Composite/Source/Composite/Public/Passes/CompositePassMaterial.h |
| Include Path | #include "Passes/CompositePassMaterial.h" |
Syntax
UCLASS (MinimalAPI, BlueprintType, Blueprintable, EditInlineNew, CollapseCategories,
Meta=(DisplayName="Post-Process Material Pass"))
class UCompositePassMaterial : public UCompositePassBase
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UCompositePassBase → UCompositePassMaterial
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UCompositePassMaterial
(
const FObjectInitializer& ObjectInitializer |
Constructor | Passes/CompositePassMaterial.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
~UCompositePassMaterial() |
Destructor | Passes/CompositePassMaterial.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| PostProcessMaterial | TObjectPtr< UMaterialInterface > | Post-process material to execute. Input0 is connected to SceneTexture's PostprocessInput0. | Passes/CompositePassMaterial.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/CompositePassMaterial.h | |
virtual bool IsActive() |
Returns true if the pass is returns a valid proxy. | Passes/CompositePassMaterial.h | |
virtual bool NeedsSceneTextures() |
Returns true if the pass (may) need post-processing scene textures. | Passes/CompositePassMaterial.h |