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API > API/Plugins > API/Plugins/Composure
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- AActor
- AComposurePipelineBaseActor
- ACompositingElement
- ACompositingCaptureBase
References
| Module | Composure |
| Header | /Engine/Plugins/Compositing/Composure/Source/Composure/Classes/CompositingElement.h |
| Include | #include "CompositingElement.h" |
Syntax
UCLASS (BlueprintType,
Meta=(DisplayName="Empty Comp Shot", ShortTooltip="A simple base actor used to composite multiple render layers together."))
class ACompositingElement :
public AComposurePipelineBaseActor ,
public ICompImageColorPickerInterface
Variables
Constructors
| Type | Name | Description | |
|---|---|---|---|
ACompositingElement
(
const FObjectInitializer& ObjectInitializer |
Functions
| Type | Name | Description | |
|---|---|---|---|
| UCompositingElementInput * | AddNewInputPass
(
FName PassName, |
||
| UCompositingElementOutput * | AddNewOutputPass
(
FName PassName, |
||
| T * | AddNewPass
(
FName PassName, |
||
| UCompositingElementPass * | AddNewPass
(
FName PassName, |
||
| UCompositingElementTransform * | AddNewTransformPass
(
FName PassName, |
||
| bool | AttachAsChildLayer
(
ACompositingElement* Child |
||
| UCompositingElementInput * | CreateNewInputPass
(
FName PassName, |
Create a new input pass into the public list which directly shows in the editor. | |
| UCompositingElementOutput * | CreateNewOutputPass
(
FName PassName, |
Create a new Output pass into the public list which directly shows in the editor. | |
| UCompositingElementTransform * | CreateNewTransformPass
(
FName PassName, |
Create a new Transform pass into the public list which directly shows in the editor. | |
| bool | DeletePass
(
UCompositingElementPass* PassToDelete |
Delete a specific pass. | |
| bool | DetatchAsChildLayer
(
ACompositingElement* Child |
||
| void | EnqueueRendering_Implementation
(
bool bCameraCutThisFrame |
||
| UCompositingElementInput * | FindInputPass
(
UPARAM(meta=(AllowAbstract="false")) TSubclassOf< UCompositingElementInput > InputType, |
||
| UTexture * | FindNamedRenderResult
(
FName PassName, |
||
| UCompositingElementOutput * | FindOutputPass
(
UPARAM(meta=(AllowAbstract="false")) TSubclassOf< UCompositingElementOutput > OutputType, |
||
| ACameraActor * | |||
| UCompositingElementTransform * | FindTransformPass
(
UPARAM(meta=(AllowAbstract="false")) TSubclassOf< UCompositingElementTransform > TransformType, |
||
| const TArray< ACompositingElement * > | Get the first level of current element's child composure elements. | ||
| FName | Return the FName of the composure element object | ||
| ACompositingElement * | Get the parent composure element of current element. | ||
| TArray< UCompositingElementInput * > | |||
| UTexture * | |||
| float | GetOpacity () |
Return the rendering opacity of current composure actor. | |
| TArray< UCompositingElementOutput * > | |||
| FIntPoint | |||
| TArray< UCompositingElementTransform * > | |||
| bool | |||
| bool | IsSubElement () |
Determines whether current composure element is a child of another composure element or not. | |
| void | RegisterPassResult
(
FName ReferenceName, |
||
| bool | ReleaseOwnedTarget
(
UTextureRenderTarget2D* OwnedTarget |
||
| bool | RemovePass
(
UCompositingElementPass* ElementPass |
Remove a pass from inner pass. | |
| int32 | RemovePassesOfType
(
TSubclassOf< UCompositingElementPass > PassType |
||
| UTexture * | RenderCompElement
(
bool bCameraCutThisFrame |
||
| UTexture * | RenderCompositingMaterial
(
UPARAM(ref) FCompositingMaterial& CompMaterial, |
||
| UTextureRenderTarget2D * | RenderCompositingMaterialToTarget
(
UPARAM(ref) FCompositingMaterial& CompMaterial, |
||
| UTextureRenderTarget2D * | RequestNamedRenderTarget
(
const FName ReferenceName, |
||
| void | SetEditorColorPickerDisplayImage
(
UTexture* PickerDisplayImage |
EDITOR ONLY - Specifies an intermediate image to display when picking (if left unset, we default to the final output image) | |
| void | SetEditorColorPickingTarget
(
UTextureRenderTarget2D* PickingTarget |
NOTE: as we cannot make BlueprintCallable functions EditorOnly, we've previously flagged these as "DevelopmentOnly", and made them non-functional outside of the editor However, that restriction has now been removed, since the functions do nothing outside the Editor, so it is ok for them to be included in packaged games. | |
| void | SetElementName
(
const FName NewName |
Rename composure actor's name | |
| void | SetOpacity
(
const float NewOpacity |
Set the rendering opacity of current composure actor. | |
| void | SetRenderResolution
(
FIntPoint NewResolution |
||
| void | SetTargetCamera
(
ACameraActor* NewCameraActor |
Overridden from AComposurePipelineBaseActor
| Type | Name | Description | |
|---|---|---|---|
| int32 | |||
| void | SetAutoRun
(
bool bNewAutoRunVal |
||
| void | SetAutoRunChildrenAndSelf
(
bool bAutoRunChildAndSelf |
When set to false, all children composure actor and current actor's auto-rendering behavior will be disabled. |
Overridden from AActor
| Type | Name | Description | |
|---|---|---|---|
| void | BeginPlay () |
Overridable native event for when play begins for this actor. | |
| void | OnConstruction
(
const FTransform& Transform |
Called when an instance of this class is placed (in editor) or spawned. | |
| void | Rerun construction scripts, destroying all autogenerated components; will attempt to preserve the root component location. |
Overridden from UObject
| Type | Name | Description | |
|---|---|---|---|
| void | BeginDestroy () |
Called before destroying the object. | |
| void | PostDuplicate
(
bool bDuplicateForPIE |
Called after duplication & serialization and before PostLoad. | |
| void | PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Called when a property on this object has been modified externally | |
| void | PostEditUndo () |
Called after applying a transaction to the object. | |
| void | Called after the C++ constructor and after the properties have been initialized, including those loaded from config. | ||
| void | PostLoad () |
Do any object-specific cleanup required immediately after loading an object. | |
| void | Handles reading, writing, and reference collecting using FArchive. |
Overridden from ICompImageColorPickerInterface
| Type | Name | Description | |
|---|---|---|---|
| UTexture * | |||
| UTextureRenderTarget2D * | |||
| FCompFreezeFrameController * |
Overridden from ICompEditorImagePreviewInterface
| Type | Name | Description | |
|---|---|---|---|
| UTexture * | |||
| void | |||
| void | OnEndPreview () |
||
| bool |
Typedefs
| Name | Description |
|---|---|
| FOnCompElementConstructed | |
| FOnFinalPassRendered | Called when this comp shot element has rendered its final output |
| FOnTransformPassRendered | Called when this comp shot element has rendered one of its internal transform passes |
| FSharedTargetPoolPtr |
Deprecated Variables
| Type | Name | Description | |
|---|---|---|---|
| TLazyObjectPtr< ACameraActor > | TargetCameraActor_DEPRECATED |