Navigation
API > API/Plugins > API/Plugins/Composure
| Name | UComposureBlueprintLibrary |
| Type | class |
| Header File | /Engine/Plugins/Compositing/Composure/Source/Composure/Classes/ComposureBlueprintLibrary.h |
| Include Path | #include "ComposureBlueprintLibrary.h" |
Syntax
UCLASS (Meta=(ScriptName="ComposureLibrary"))
class UComposureBlueprintLibrary : public UBlueprintFunctionLibrary
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UBlueprintFunctionLibrary → UComposureBlueprintLibrary
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UComposureBlueprintLibrary
(
const FObjectInitializer& ObjectInitializer |
ComposureBlueprintLibrary.h |
Functions
Public
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| Attach one composure element as the child to another composure element in the scene. | ComposureBlueprintLibrary.h |
|
|
static void CopyCameraSettingsToSceneCapture
(
UCameraComponent* SrcCamera, |
ComposureBlueprintLibrary.h |
|
|
static ACompositingElement * CreateComposureElement
(
const FName ElementName, |
Create a new Composure in the level without any parenting relationship. | ComposureBlueprintLibrary.h |
|
static UComposurePlayerCompositingTarget * CreatePlayerCompositingTarget
(
UObject* WorldContextObject |
Creates a Player Compositing Target which you can modify during gameplay. | ComposureBlueprintLibrary.h |
|
static void DeleteComposureElementAndChildren
(
const FName ElementToDelete |
Delete a specific composure element without evoking prompt window. | ComposureBlueprintLibrary.h |
|
static ACompositingElement * GetComposureElement
(
const FName ElementName |
Get a specific composure element | ComposureBlueprintLibrary.h |
|
static void GetCroppingUVTransformationMatrixFromPostMoveSettings
(
const FComposurePostMoveSettings& PostMoveSettings, |
Returns UV transformation matrix and its inversed to crop. | ComposureBlueprintLibrary.h |
|
static void GetPlayerDisplayGamma
(
const APlayerCameraManager* PlayerCameraManager, |
Returns display gamma of a given player camera manager, or 0 if no scene viewport attached. | ComposureBlueprintLibrary.h |
|
static void GetProjectionMatrixFromPostMoveSettings
(
const FComposurePostMoveSettings& PostMoveSettings, |
Returns a non-centered projection matrix. | ComposureBlueprintLibrary.h |
|
static void GetRedGreenUVFactorsFromChromaticAberration
(
float ChromaticAberrationAmount, |
Returns the red and green channel factors from percentage of chromatic aberration. | ComposureBlueprintLibrary.h |
|
static void InvertUVDisplacementMapEncodingParameters
(
const FVector2D& In, |
Converts displacement encoding parameters to decoding parameters. | ComposureBlueprintLibrary.h |
|
static bool IsComposureElementDrawing
(
ACompositingElement* CompElement |
Determines if the specified element is being rendered by the hidden compositing viewport. | ComposureBlueprintLibrary.h |
|
static void RefreshComposureElementList() |
Re-queries the scene for element actors and rebuilds the authoritative list used by the editor. | ComposureBlueprintLibrary.h |
|
| Rename a specific composure element | ComposureBlueprintLibrary.h |
|
|
static void RequestRedrawComposureViewport () |
Request redrawing the compositing editor viewport if it is valid. | ComposureBlueprintLibrary.h |
|
static void SetUVMapSettingsToMaterialParameters
(
const FComposureUVMapSettings& UVMapSettings, |
Sets parameters of a material that uses Composure's MF_UVMap_SampleLocation material function. | ComposureBlueprintLibrary.h |
|