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Unreal Engine C++ API Reference > Plugins > MovieRenderPipelineCore
References
Module | MovieRenderPipelineCore |
Header | /Engine/Plugins/MovieScene/MovieRenderPipeline/Source/MovieRenderPipelineCore/Public/MovieRenderPipelineDataTypes.h |
Include | #include "MovieRenderPipelineDataTypes.h" |
Syntax
struct FMoviePipelineRenderPassMetrics
Remarks
These parameters define a single sample that a render pass should render with.
Variables
Type | Name | Description | |
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float | AccumulationGamma | The gamma space to apply accumulation in. |
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EAntiAliasingMethod | AntiAliasingMethod | Which anti-aliasing method should this view use? |
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FIntPoint | BackbufferSize | How big is the back buffer for this sample? This is the final target size divided by the number of tiles with padding added. |
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bool | bCameraCut | Do we pass the camera cut flag to the renderer to clear histories? |
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bool | bDiscardResult | If true, we will discard this sample after rendering. Used to get history set up correctly. |
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bool | bWorldIsPaused | Is the Scene View frozen so no changes are made as a result of this sample? |
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bool | bWriteSampleToDisk | If true, we will write this sample to disk (and also send it to the accumulator.) |
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FIntPoint | EffectiveOutputResolution | Full Output image resolution for this shot. |
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int32 | FrameIndex | What FrameIndex should the FSceneView use for its internal index. |
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MoviePipeline::FMoviePipelineFrameInfo | FrameInfo | |
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float | GlobalScreenPercentageFraction | What screen percentage should each view be rendered at? 1.0 = standard size. |
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FOpenColorIODisplayConfiguration * | OCIOConfiguration | |
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FIntPoint | OriginalTileCounts | How many tiles on X and Y are there total. |
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FMoviePipelineFrameOutputState | OutputState | |
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FIntPoint | OverlappedOffset | How much is this sample offset, taking padding into account. |
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FIntPoint | OverlappedPad | How many pixels are we overlapping with adjacent tiles (on each side) |
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FVector2D | OverlappedSubpixelShift | |
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float | OverscanPercentage | Use overscan percentage to extend render region beyond the set resolution. |
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FVector2D | ProjectionMatrixJitterAmount | The amount of screen-space shift used to replace TAA Projection Jitter, modified for each spatial sample of the render. |
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ESceneCaptureSource | SceneCaptureSource | What type of output should the Post Processing output? (HDR /w ToneCurve, HDR w/o ToneCurve) |
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int32 | SpatialSampleCount | How many spatial jitters will there be total for this particular temporal accumulation frame? |
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int32 | SpatialSampleIndex | Of the SpatialSampleCount, which index is this? |
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float | SpatialShiftX | SpatialJitter offset X. |
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float | SpatialShiftY | SpatialJitter offset Y. |
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int32 | TemporalSampleCount | How many temporal jitters will there be total for this particular output frame? |
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int32 | TemporalSampleIndex | Of the TemporalSampleCount, which index is this? |
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float | TextureSharpnessBias | Any additional texture mip map bias that should be added when rendering. |
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FIntPoint | TileCounts | How many tiles on X and Y are there total. |
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FIntPoint | TileIndexes | Of the TileCount, which X/Y Tile is this sample for. |
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FIntPoint | TileSize | How big is an individual tile for this sample? This is the final target size divided by the number of tiles (without padding added) |
Functions
Type | Name | Description | |
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int32 | GetTileCount () |
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int32 | GetTileIndex () |
Get a 0-(TileCount-1) version of TileIndex. |