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API > API/Plugins > API/Plugins/MoviePipelineMaskRenderPass
Generates a panoramic image (potentially in stereo, stored top/bottom in the final sheet) in equirectangular projection space. Each render is a traditional 2D render and then they are blended together afterwards. For each horizontal step we render n many vertical steps. Each of these renders is called a 'Pane' to avoid confusion with the High Resolution 'Tiles' which only apply to 2D.
| Name | UMoviePipelinePanoramicPass |
| Type | class |
| Header File | /Engine/Plugins/MovieScene/MoviePipelineMaskRenderPass/Source/MoviePipelineMaskRenderPass/Public/MoviePipelinePanoramicPass.h |
| Include Path | #include "MoviePipelinePanoramicPass.h" |
Syntax
UCLASS (MinimalAPI, BlueprintType)
class UMoviePipelinePanoramicPass : public UMoviePipelineImagePassBase
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UMoviePipelineSetting → UMoviePipelineRenderPass → UMoviePipelineImagePassBase → UMoviePipelinePanoramicPass
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UMoviePipelinePanoramicPass() |
MoviePipelinePanoramicPass.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bAccumulatorIncludesAlpha | bool | MoviePipelinePanoramicPass.h | ||
| bAllocateHistoryPerPane | bool | Should we store the render scene history per individual render? This can consume a great deal of memory with many renders, but enables TAA and other history-based effects (denoisers, auto-exposure, Lumen, etc.) to work. | MoviePipelinePanoramicPass.h |
|
| bFollowCameraOrientation | bool | Should the Pitch, Yaw and Roll of the camera be respected? If false, only the location will be taken from the camera. | MoviePipelinePanoramicPass.h |
|
| bPageToSystemMemory | bool | If true, persistent GPU data per panoramic pane is mirrored to system memory, allowing higher resolutions, but increasing render time. | MoviePipelinePanoramicPass.h |
|
| bStereo | bool | If true we will capture a stereo panorama. | MoviePipelinePanoramicPass.h | |
| EyeConvergenceDistance | float | MoviePipelinePanoramicPass.h | ||
| EyeSeparation | float | MoviePipelinePanoramicPass.h | ||
| Filter | EMoviePipelinePanoramicFilterType | Filter used when blending panoramic. | MoviePipelinePanoramicPass.h |
|
| HorzFieldOfView | float | Advance used only. | MoviePipelinePanoramicPass.h |
|
| NumHorizontalSteps | int32 | How many different renders should the 360* horizontal view be broken into? Higher numbers are less distorted but longer to render. | MoviePipelinePanoramicPass.h |
|
| NumVerticalSteps | int32 | How many different renders should the 360* vertical view be broken into? Higher numbers are less distorted but longer to render. | MoviePipelinePanoramicPass.h |
|
| VertFieldOfView | float | Advance used only. | MoviePipelinePanoramicPass.h |
|
Functions
Public
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void GetFieldOfView
(
float& OutHorizontal, |
MoviePipelinePanoramicPass.h | ||
FIntPoint GetPaneResolution
(
const FIntPoint& InSize |
MoviePipelinePanoramicPass.h | ||
FIntPoint GetPayloadPaneResolution
(
const FIntPoint& InSize, |
MoviePipelinePanoramicPass.h | ||
void ScheduleReadbackAndAccumulation
(
const FMoviePipelineRenderPassMetrics& InSampleState, |
MoviePipelinePanoramicPass.h |
Overridden from UMoviePipelineImagePassBase
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void AddViewExtensions
(
FSceneViewFamilyContext& InContext, |
MoviePipelinePanoramicPass.h | ||
virtual FSceneViewStateInterface * GetExposureSceneViewStateInterface
(
IViewCalcPayload* OptPayload, |
MoviePipelinePanoramicPass.h | ||
virtual TSharedPtr< FMoviePipelineSurfaceQueue, ESPMode::ThreadSafe > GetOrCreateSurfaceQueue
(
const FIntPoint& InSize, |
MoviePipelinePanoramicPass.h | ||
virtual TWeakObjectPtr< UTextureRenderTarget2D > GetOrCreateViewRenderTarget
(
const FIntPoint& InSize, |
MoviePipelinePanoramicPass.h | ||
virtual int32 GetOutputFileSortingOrder() |
MoviePipelinePanoramicPass.h | ||
virtual FSceneView * GetSceneViewForSampleState
(
FSceneViewFamily* ViewFamily, |
MoviePipelinePanoramicPass.h | ||
virtual FSceneViewStateInterface * GetSceneViewStateInterface
(
IViewCalcPayload* OptPayload |
MoviePipelinePanoramicPass.h | ||
virtual bool IsAntiAliasingSupported() |
MoviePipelinePanoramicPass.h | ||
virtual bool IsAutoExposureAllowed
(
const FMoviePipelineRenderPassMetrics& InSampleState |
MoviePipelinePanoramicPass.h | ||
virtual void MoviePipelineRenderShowFlagOverride
(
FEngineShowFlags& OutShowFlag |
MoviePipelinePanoramicPass.h |
Overridden from UMoviePipelineRenderPass
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void GatherOutputPassesImpl
(
TArray< FMoviePipelinePassIdentifier >& ExpectedRenderPasses |
MoviePipelinePanoramicPass.h | ||
virtual void RenderSample_GameThreadImpl
(
const FMoviePipelineRenderPassMetrics& InSampleState |
MoviePipelinePanoramicPass.h | ||
virtual void SetupImpl
(
const MoviePipeline::FMoviePipelineRenderPassInitSettings& InPassInitSettings |
UMoviePipelineRenderPass API. | MoviePipelinePanoramicPass.h | |
virtual void TeardownImpl() |
MoviePipelinePanoramicPass.h |
Overridden from UMoviePipelineSetting
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FText GetDisplayText() |
MoviePipelinePanoramicPass.h | ||
virtual void UpdateTelemetry
(
FMoviePipelineShotRenderTelemetry* InTelemetry |
MoviePipelinePanoramicPass.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static void AddReferencedObjects
(
UObject* InThis, |
MoviePipelinePanoramicPass.h |