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API > API/Plugins > API/Plugins/Composure
| Name | ACompositingElement |
| Type | class |
| Header File | /Engine/Plugins/Compositing/Composure/Source/Composure/Classes/CompositingElement.h |
| Include Path | #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
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → AActor → AComposurePipelineBaseActor → ACompositingElement
Implements Interfaces
Derived Classes
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
ACompositingElement
(
const FObjectInitializer& ObjectInitializer |
CompositingElement.h |
Typedefs
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| FOnCompElementConstructed | TMulticastDelegate_OneParam< void, ACompositingElement * > | CompositingElement.h | |
| FOnFinalPassRendered | TMulticastDelegate_TwoParams< void, ACompositingElement *, UTexture * > | Called when this comp shot element has rendered its final output | CompositingElement.h |
| FOnTransformPassRendered | TMulticastDelegate_ThreeParams< void, ACompositingElement *, UTexture *, FName > | Called when this comp shot element has rendered one of its internal transform passes | CompositingElement.h |
| FSharedTargetPoolPtr | TSharedPtr< FCompElementRenderTargetPool > | CompositingElement.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bUseSharedTargetPool | bool | CompositingElement.h |
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| CameraSource | ESceneCameraLinkType | CompositingElement.h |
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| CompositingTarget | TObjectPtr< UComposureCompositingTargetComponent > | CompositingElement.h |
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| DefaultInputType | TSubclassOf< UCompositingElementInput > | CompositingElement.h |
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| DefaultOutputType | TSubclassOf< UCompositingElementOutput > | CompositingElement.h |
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| DefaultTransformType | TSubclassOf< UCompositingElementTransform > | CompositingElement.h |
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| FreezeFrameController | FCompFreezeFrameController | CompositingElement.h | ||
| OnConstructed | FOnCompElementConstructed | CompositingElement.h | ||
| OnFinalPassRendered | FOnFinalPassRendered | CompositingElement.h | ||
| OnFinalPassRendered_BP | FDynamicOnFinalPassRendered | Called when the final output of this element is rendered | CompositingElement.h |
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| OnTransformPassRendered | FOnTransformPassRendered | CompositingElement.h | ||
| OnTransformPassRendered_BP | FDynamicOnTransformPassRendered | Called when a transform pass on this element is rendered | CompositingElement.h |
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| PostProcessProxy | TObjectPtr< UComposurePostProcessingPassProxy > | CompositingElement.h |
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| PreviewTransform | TObjectPtr< UCompositingElementTransform > | CompositingElement.h |
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| PreviewTransformSource | EInheritedSourceType | CompositingElement.h |
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| RenderFormat | TEnumAsByte< ETextureRenderTargetFormat > | CompositingElement.h |
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| ResolutionSource | EInheritedSourceType | CompositingElement.h |
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| TargetCameraActorPtr | TWeakObjectPtr< ACameraActor > | CompositingElement.h |
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Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bUsingDebugDisplayImage | bool | CompositingElement.h |
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| ChildLayers | TArray< TObjectPtr< ACompositingElement > > | CompositingElement.h | ||
| ColorPickerDisplayImage | TObjectPtr< UTexture > | CompositingElement.h |
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| ColorPickerTarget | TObjectPtr< UTextureRenderTarget2D > | CompositingElement.h |
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| CompilerErrImage | TObjectPtr< UTexture > | CompositingElement.h |
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| CompShotIdName | FName | CompositingElement.h | ||
| DisabledMsgImage | TObjectPtr< UTexture > | EDITOR ONLY - Properties associated with | CompositingElement.h |
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| EditorPreviewImage | TObjectPtr< UTexture > | CompositingElement.h |
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| EmptyWarnImage | TObjectPtr< UTexture > | CompositingElement.h |
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| FreezeFrameMask | int32 | CompositingElement.h |
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| InternalAlphaPass | TObjectPtr< UAlphaTransformPass > | CompositingElement.h |
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| InternalInputs | TArray< TObjectPtr< UCompositingElementInput > > | Authoritative lists that we use to iterate on the passes - conjoined from the public lists and the | CompositingElement.h |
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| InternalOutputs | TArray< TObjectPtr< UCompositingElementOutput > > | CompositingElement.h |
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| InternalTransformPasses | TArray< TObjectPtr< UCompositingElementTransform > > | CompositingElement.h |
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| LastEnqueuedFrameId | uint32 | CompositingElement.h | ||
| NextIntermediateTrackingTag | ETargetUsageFlags | CompositingElement.h | ||
| OutputOpacity | float | CompositingElement.h | ||
| Parent | TObjectPtr< ACompositingElement > | CompositingElement.h | ||
| PassResultsTable | FCompositingTextureLookupTable | CompositingElement.h | ||
| PreviewCount | int32 | CompositingElement.h | ||
| RenderTargetPool | FSharedTargetPoolPtr | CompositingElement.h | ||
| SuspendedDbgImage | TObjectPtr< UTexture > | CompositingElement.h |
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| UserConstructedInputs | TMap< TObjectPtr< UCompositingElementInput >, ECompPassConstructionType > | Lists containing passes added programatically (or through Blueprints) via the AddNewPass() functions. | CompositingElement.h | |
| UserConstructedOutputs | TMap< TObjectPtr< UCompositingElementOutput >, ECompPassConstructionType > | CompositingElement.h | ||
| UserConstructedTransforms | TMap< TObjectPtr< UCompositingElementTransform >, ECompPassConstructionType > | CompositingElement.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
T * AddNewPass
(
FName PassName, |
CompositingElement.h | ||
UCompositingElementPass * AddNewPass
(
FName PassName, |
CompositingElement.h | ||
bool AttachAsChildLayer
(
ACompositingElement* Child |
CompositingElement.h | ||
UCompositingElementInput * CreateNewInputPass
(
FName PassName, |
Create a new input pass into the public list which directly shows in the editor. | CompositingElement.h |
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UCompositingElementOutput * CreateNewOutputPass
(
FName PassName, |
Create a new Output pass into the public list which directly shows in the editor. | CompositingElement.h |
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UCompositingElementTransform * CreateNewTransformPass
(
FName PassName, |
Create a new Transform pass into the public list which directly shows in the editor. | CompositingElement.h |
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bool DeletePass
(
UCompositingElementPass* PassToDelete |
Delete a specific pass. | CompositingElement.h |
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bool DetatchAsChildLayer
(
ACompositingElement* Child |
CompositingElement.h | ||
virtual void EnqueueRendering_Implementation
(
bool bCameraCutThisFrame |
CompositingElement.h | ||
UCompositingElementInput * FindInputPass
(
TSubclassOf< UCompositingElementInput > InputType, |
CompositingElement.h |
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| CompositingElement.h |
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UCompositingElementOutput * FindOutputPass
(
TSubclassOf< UCompositingElementOutput > OutputType, |
CompositingElement.h |
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ACameraActor * FindTargetCamera() |
CompositingElement.h |
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UCompositingElementTransform * FindTransformPass
(
TSubclassOf< UCompositingElementTransform > TransformType, |
CompositingElement.h |
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const TArray< ACompositingElement * > GetChildElements() |
Get the first level of current element's child composure elements. | CompositingElement.h |
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FName GetCompElementName() |
Return the FName of the composure element object | CompositingElement.h |
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ACompositingElement * GetElementParent() |
Get the parent composure element of current element. | CompositingElement.h |
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TArray< UCompositingElementInput * > GetInputsList() |
CompositingElement.h |
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UTexture * GetLatestRenderResult() |
CompositingElement.h |
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float GetOpacity() |
Return the rendering opacity of current composure actor. | CompositingElement.h |
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TArray< UCompositingElementOutput * > GetOutputsList() |
CompositingElement.h |
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FIntPoint GetRenderResolution() |
CompositingElement.h |
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TArray< UCompositingElementTransform * > GetTransformsList() |
CompositingElement.h |
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virtual bool IsActivelyRunning_Implementation() |
CompositingElement.h | ||
bool IsSubElement() |
Determines whether current composure element is a child of another composure element or not. | CompositingElement.h |
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| CompositingElement.h |
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bool ReleaseOwnedTarget
(
UTextureRenderTarget2D* OwnedTarget |
CompositingElement.h |
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bool RemovePass
(
UCompositingElementPass* ElementPass |
Remove a pass from inner pass. | CompositingElement.h | |
int32 RemovePassesOfType
(
TSubclassOf< UCompositingElementPass > PassType |
CompositingElement.h | ||
UTexture * RenderCompElement
(
bool bCameraCutThisFrame |
CompositingElement.h |
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UTexture * RenderCompositingMaterial
(
FCompositingMaterial& CompMaterial, |
CompositingElement.h |
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UTextureRenderTarget2D * RenderCompositingMaterialToTarget
(
FCompositingMaterial& CompMaterial, |
CompositingElement.h |
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UTextureRenderTarget2D * RequestNamedRenderTarget
(
const FName ReferenceName, |
CompositingElement.h |
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void SetEditorColorPickerDisplayImage
(
UTexture* PickerDisplayImage |
EDITOR ONLY - Specifies an intermediate image to display when picking (if left unset, we default to the final output image) | CompositingElement.h |
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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. | CompositingElement.h |
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void SetElementName
(
const FName NewName |
Rename composure actor's name | CompositingElement.h |
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void SetOpacity
(
const float NewOpacity |
Set the rendering opacity of current composure actor. | CompositingElement.h |
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void SetRenderResolution
(
FIntPoint NewResolution |
CompositingElement.h |
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void SetTargetCamera
(
ACameraActor* NewCameraActor |
CompositingElement.h |
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Overridden from AComposurePipelineBaseActor
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual int32 GetRenderPriority() |
CompositingElement.h |
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virtual void SetAutoRun
(
bool bNewAutoRunVal |
CompositingElement.h | ||
virtual void SetAutoRunChildrenAndSelf
(
bool bAutoRunChildAndSelf |
When set to false, all children composure actor and current actor's auto-rendering behavior will be disabled. | CompositingElement.h |
Overridden from AActor
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void BeginPlay() |
CompositingElement.h | ||
virtual void OnConstruction
(
const FTransform& Transform |
CompositingElement.h | ||
virtual void RerunConstructionScripts() |
CompositingElement.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void BeginDestroy() |
CompositingElement.h | ||
virtual void PostDuplicate
(
bool bDuplicateForPIE |
CompositingElement.h | ||
virtual void PostEditChangeChainProperty
(
FPropertyChangedChainEvent& PropertyChangedChainEvent |
CompositingElement.h | ||
virtual void PostEditUndo() |
CompositingElement.h | ||
virtual void PostInitProperties() |
CompositingElement.h | ||
virtual void PostLoad() |
CompositingElement.h | ||
virtual void Serialize
(
FArchive& Ar |
CompositingElement.h |
Overridden from ICompImageColorPickerInterface
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual UTexture * GetColorPickerDisplayImage() |
CompositingElement.h | ||
virtual UTextureRenderTarget2D * GetColorPickerTarget() |
CompositingElement.h | ||
virtual FCompFreezeFrameController * GetFreezeFrameController() |
CompositingElement.h |
Overridden from ICompEditorImagePreviewInterface
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual UTexture * GetEditorPreviewImage() |
CompositingElement.h | ||
virtual void OnBeginPreview() |
CompositingElement.h | ||
virtual void OnEndPreview() |
CompositingElement.h | ||
virtual bool UseImplicitGammaForPreview() |
CompositingElement.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UCompositingElementInput * AddNewInputPass
(
FName PassName, |
CompositingElement.h |
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UCompositingElementOutput * AddNewOutputPass
(
FName PassName, |
CompositingElement.h |
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UCompositingElementTransform * AddNewTransformPass
(
FName PassName, |
CompositingElement.h |
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Deprecated Variables
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| TargetCameraActor_DEPRECATED | TLazyObjectPtr< ACameraActor > | CompositingElement.h |