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API > API/Plugins > API/Plugins/Composure
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UActorComponent
- UComposureCompositingTargetComponent
References
| Module | Composure |
| Header | /Engine/Plugins/Compositing/Composure/Source/Composure/Classes/ComposurePlayerCompositingTarget.h |
| Include | #include "ComposurePlayerCompositingTarget.h" |
Syntax
UCLASS&40;ClassGroup&61;Rendering, Blueprintable, BlueprintType, Meta&61;&40;BlueprintSpawnableComponent&41;&41;
class UComposureCompositingTargetComponent :
public UActorComponent,
public ICompEditorImagePreviewInterface
Remarks
Component intended to replace UComposurePlayerCompositingTarget - a object to bind to a APlayerCameraManager with a UTextureRenderTarget2D to be used as a player's render target. Made into a component so we can hook into preview rendering in editor.
Constructors
| Type | Name | Description | |
|---|---|---|---|
UComposureCompositingTargetComponent
(
const FObjectInitializer& ObjectInitializer |
Functions
| Type | Name | Description | |
|---|---|---|---|
| UTexture * | |||
| bool | IsPreviewing () |
||
| void | SetDisplayTexture
(
UTexture* DisplayTexture |
||
| void | SetUseImplicitGammaForPreview
(
const bool bInUseImplicitGammaOnPreview |
Overridden from UActorComponent
| Type | Name | Description | |
|---|---|---|---|
| TSharedPtr< SWidget > | If this component is set up to provide a preview window in editor (see GetEditorPreviewInfo), you can use this to customize the preview (to be something other than a world viewport). | ||
| bool | GetEditorPreviewInfo
(
float DeltaTime, |
Supplies the editor with a view specific to this component (think a view from a camera components POV, a render, etc.). |
Overridden from ICompEditorImagePreviewInterface
| Type | Name | Description | |
|---|---|---|---|
| UTexture * | |||
| void | |||
| void | OnEndPreview () |
||
| bool |