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Unreal Engine C++ API Reference > Plugins > MovieRenderPipelineRenderPasses
Inheritance Hierarchy
- UObject
- UMoviePipelineSetting
- UMoviePipelineRenderPass
- UMoviePipelineImagePassBase
- UMoviePipelineDeferredPassBase
- UDisplayClusterMoviePipelineViewportPassBase
- UDisplayClusterMoviePipelineViewportPass_DetailLighting
- UDisplayClusterMoviePipelineViewportPass_LightingOnly
- UDisplayClusterMoviePipelineViewportPass_PathTracer
- UDisplayClusterMoviePipelineViewportPass_ReflectionsOnly
- UDisplayClusterMoviePipelineViewportPass_Unlit
- UMoviePipelineDeferredPass_DetailLighting
- UMoviePipelineDeferredPass_LightingOnly
- UMoviePipelineDeferredPass_PathTracer
- UMoviePipelineDeferredPass_ReflectionsOnly
- UMoviePipelineDeferredPass_Unlit
References
Module | MovieRenderPipelineRenderPasses |
Header | /Engine/Plugins/MovieScene/MovieRenderPipeline/Source/MovieRenderPipelineRenderPasses/Public/MoviePipelineDeferredPasses.h |
Include | #include "MoviePipelineDeferredPasses.h" |
Syntax
UCLASS (BlueprintType)
class UMoviePipelineDeferredPassBase : public UMoviePipelineImagePassBase
Variables
Type | Name | Description | |
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TSharedPtr< FAccumulatorPool, ESPMode::ThreadSafe > | AccumulatorPool | |
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TSet< TObjectPtr< UMaterialInterface > > | ActiveHighPrecisionPostProcessMaterials | |
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TArray< TObjectPtr< UMaterialInterface > > | ActivePostProcessMaterials | While rendering, store an array of the non-null valid materials loaded from AdditionalPostProcessMaterials. |
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TArray< FActorLayer > | ActorLayers | For each layer in the array, the world will be rendered and then a stencil mask will clip all pixels not affected by the objects on that layer. |
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TArray< FMoviePipelinePostProcessPass > | AdditionalPostProcessMaterials | An array of additional post-processing materials to run after the frame is rendered. |
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bool | bAccumulatorIncludesAlpha | Should multiple temporal/spatial samples accumulate the alpha channel? This requires r.PostProcessing.PropagateAlpha to be enabled (see "Alpha Output" under Project Settings > Rendering). |
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bool | bAddDefaultLayer | If true, an additional stencil layer will be rendered which contains all objects which do not belong to layers specified in the Stencil Layers. |
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bool | bDisableMultisampleEffects | Certain passes don't support post-processing effects that blend pixels together. |
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bool | bRenderMainPass | This can be turned off if you're only doing a stencil-layer based render and don't need the main non-stencil approach. |
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TArray< FMultiCameraViewStateData > | CameraViewStateData | |
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TArray< FSoftObjectPath > | DataLayers | If the map you are working with is a World Partition map, you can specify Data layers instead of Actor Layers. |
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TSharedPtr< FOpenColorIODisplayExtension, ESPMode::ThreadSafe > | OCIOSceneViewExtension | The lifetime of this SceneViewExtension is only during the rendering process. |
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TOptional< int32 > | PreviousColorFormatValue | |
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TOptional< int32 > | PreviousCustomDepthValue | Cache the custom stencil value. Only has meaning if they have stencil layers. |
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TOptional< int32 > | PreviousDumpFramesValue | |
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TObjectPtr< UMaterialInterface > | StencilLayerMaterial |
Constructors
Type | Name | Description | |
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Functions
Overridden from UMoviePipelineImagePassBase
Type | Name | Description | |
---|---|---|---|
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void | AddViewExtensions
(
FSceneViewFamilyContext& InContext, |
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void | BlendPostProcessSettings
(
FSceneView* InView, |
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UE::MoviePipeline::FImagePassCameraViewData | GetCameraInfo
(
FMoviePipelineRenderPassMetrics& InOutSampleState, |
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int32 | ||
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FSceneViewStateInterface * | GetSceneViewStateInterface
(
IViewCalcPayload* OptPayload |
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bool | ||
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bool | IsAutoExposureAllowed
(
const FMoviePipelineRenderPassMetrics& InSampleState |
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void | MoviePipelineRenderShowFlagOverride
(
FEngineShowFlags& OutShowFlag |
Overridden from UMoviePipelineRenderPass
Type | Name | Description | |
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void | GatherOutputPassesImpl
(
TArray< FMoviePipelinePassIdentifier >& ExpectedRenderPasses |
UMoviePipelineRenderPass API. |
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bool | ||
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void | RenderSample_GameThreadImpl
(
const FMoviePipelineRenderPassMetrics& InSampleState |
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void | SetupImpl
(
const MoviePipeline::FMoviePipelineRenderPassInitSettings& InPassInitSettings |
UMoviePipelineRenderPass API. |
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void | TeardownImpl () |
Overridden from UMoviePipelineSetting
Type | Name | Description | |
---|---|---|---|
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FText | Warning: This gets called on the CDO of the object | |
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void | UpdateTelemetry
(
FMoviePipelineShotRenderTelemetry* InTelemetry |
Updates telemetry data for this setting. |
Classes
Type | Name | Description | |
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FMultiCameraViewStateData |
Constants
Name | Description |
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DefaultDepthAsset | |
DefaultMotionVectorsAsset | |
StencilLayerMaterialAsset |
Deprecated Variables
Type | Name | Description | |
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bool | bUse32BitPostProcessMaterials_DEPRECATED | Should the additional post-process materials write out to a 32-bit render target instead of 16-bit? |