 |
ACompositingCaptureBase |
Base class for CG Compositing Elements |
|
 |
ACompositingElement |
|
|
 |
AComposurePipelineBaseActor |
Actor designed to implement compositing pipeline in a blueprint. |
|
 |
FComposurePostMoveSettings |
|
|
 |
FComposureTonemapperUtils |
|
|
 |
FComposureUtils |
|
|
 |
FComposureUVMapSettings |
|
|
 |
FDynamicOnFinalPassRendered |
|
|
 |
FDynamicOnTransformPassRendered |
|
|
 |
IComposure |
The public interface to this module |
|
 |
IComposurePlayerCompositingInterface |
|
|
 |
UComposureBlueprintLibrary |
|
|
 |
UComposureCompositingTargetComponent |
Component intended to replace UComposurePlayerCompositingTarget - a object to bind to a APlayerCameraManager with a UTextureRenderTarget2D to be used as a player's render target. |
|
 |
UComposureLensBloomPass |
Bloom only pass implemented on top of the in-engine bloom. |
|
 |
UComposureLensBloomPassPolicy |
Bloom only rules used for configuring how UComposurePostProcessingPassProxy executes |
|
 |
UComposurePlayerCompositingInterface |
|
|
 |
UComposurePlayerCompositingTarget |
Object to bind to a APlayerCameraManager with a UTextureRenderTarget2D to be used as a player's render target. |
|
 |
UComposurePostProcessingPassProxy |
Generic component class which takes a UComposurePostProcessPassPolicy and executes it, enqueuing a post-process pass for the render frame. |
|
 |
UComposurePostProcessPass |
In engine post process based pass. |
|
 |
UComposurePostProcessPassPolicy |
Abstract base class for setting up post passes. |
|
 |
UComposureTonemapperPass |
Tonemapper only pass implemented on top of the in-engine tonemapper. |
|
 |
UComposureTonemapperPassPolicy |
Tonemapper only rules used for configuring how UComposurePostProcessingPassProxy executes |
|