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Unreal Engine C++ API Reference > Plugins > MovieRenderPipelineRenderPasses > UMoviePipelineDeferredPassBase
Syntax
UPROPERTY&40;EditAnywhere, BlueprintReadWrite, Category&61;"Settings"&41;
bool bAccumulatorIncludesAlpha
Remarks
Should multiple temporal/spatial samples accumulate the alpha channel? This requires r.PostProcessing.PropagateAlpha to be set to 1 or 2 (see "Enable Alpha Channel Support in Post Processing" under Project Settings > Rendering). This adds ~30% cost to the accumulation so you should not enable it unless necessary. You must delete both the sky and fog to ensure that they do not make all pixels opaque.