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API > API/Plugins > API/Plugins/ComposureLayersEditor
Interface for running editor operations/logic on compositing element actors.
| Name | ICompElementManager |
| Type | class |
| Header File | /Engine/Plugins/Compositing/Composure/Source/ComposureLayersEditor/Public/ICompElementManager.h |
| Include Path | #include "ICompElementManager.h" |
Syntax
class ICompElementManager
Classes
| Name | Remarks |
|---|---|
| FOnElementsChanged | Broadcasts whenever one or more elements are modified |
Typedefs
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| FActorFilter | IFilter< const TWeakObjectPtr< AActor > & > | ICompElementManager.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AddAllCompElementsTo
(
TArray< TWeakObjectPtr< ACompositingElement > >& OutElements |
Gets all known elements and appends them to the provided array. | ICompElementManager.h | |
bool AttachCompElement
(
const FName ParentName, |
Attaches the specified element as a child to the named parent. | ICompElementManager.h | |
TWeakObjectPtr< ACompositingElement > CreateElement
(
const FName& ElementName, |
Creates a actor object for the named element. | ICompElementManager.h | |
void DeleteElementAndChildren
(
const FName& ElementToDelete, |
Deletes the specified element and all of its children. | ICompElementManager.h | |
void DeleteElements
(
const TArray< FName >& ElementsToDelete, |
Deletes all of the provided elements and all of their children if the function is called from editor. | ICompElementManager.h | |
TWeakObjectPtr< ACompositingElement > GetElement
(
const FName& ElementName |
Gets the actor object of the named element. | ICompElementManager.h | |
bool IsDrawing
(
ACompositingElement* CompElement |
Determines if the specified element is being rendered by the hidden compositing viewport. | ICompElementManager.h | |
void OnCreateNewElement
(
AActor* NewElement |
Function used to expose the editor call back function after a new composure element is created via Blueprint and C++. | ICompElementManager.h | |
void OnDeleteElement
(
AActor* ElementToDelete |
Function used to expose the editor call back function after an existing composure element | ICompElementManager.h | |
FOnElementsChanged & OnElementsChanged() |
ICompElementManager.h | ||
void RefreshElementsList() |
Re-queries the scene for element actors and rebuilds the authoritative list used by the editor. | ICompElementManager.h | |
void RemoveMediaCapture
(
const FName& ElementName |
Deletes any media-capture passes from the specified element. | ICompElementManager.h | |
bool RenameElement
(
const FName OriginalElementName, |
Renames the element with the specified original named to the provided new name. | ICompElementManager.h | |
void RequestRedraw() |
Dirties the draw state so editor element instance get ran/rendered this frame (utilized when rendering on demand, instead of intrinsically each frame). | ICompElementManager.h | |
UCompositingMediaCaptureOutput * ResetMediaCapture
(
const FName& ElementName |
Re-Prompts the user to select a UMediaOutput asset to associate the name element's media-capture pass with. | ICompElementManager.h | |
bool SelectElementActors
(
const TArray< FName >& ElementNames, |
Selects/de-selects specified element actors. | ICompElementManager.h | |
void ToggleElementFreezeFrame
(
const FName& ElementName |
Toggles the named element's pause state. | ICompElementManager.h | |
void ToggleElementRendering
(
const FName& ElementName |
Toggles the named element's enabled state. | ICompElementManager.h | |
void ToggleMediaCapture
(
const FName& ElementName |
Adds/Enables/Disables a media-capture output pass for the specified element. | ICompElementManager.h | |
bool TryGetElement
(
const FName& ElementName, |
Attempts to get the actor object of the provided element name. | ICompElementManager.h |