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API > API/Plugins > API/Plugins/MovieRenderPipelineRenderPasses
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- 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&40;BlueprintType&41;
class UMoviePipelineDeferredPassBase : public UMoviePipelineImagePassBase
Variables
| Type | Name | Description | |
|---|---|---|---|
| TSharedPtr< FAccumulatorPool, ESPMode::ThreadSafe > | AccumulatorPool | ||
| TArray< TObjectPtr< UMaterialInterface > > | ActivePostProcessMaterials | While rendering, store an array of the non-null valid materials loaded from AdditionalPostProcessMaterials. | |
| 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. | |
| TArray< FMoviePipelinePostProcessPass > | AdditionalPostProcessMaterials | An array of additional post-processing materials to run after the frame is rendered. | |
| bool | bAccumulatorIncludesAlpha | 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). | |
| 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. | |
| bool | bDisableMultisampleEffects | Certain passes don't support post-processing effects that blend pixels together. | |
| 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. | |
| bool | bUse32BitPostProcessMaterials | Should the additional post-process materials write out to a 32-bit render target instead of 16-bit? | |
| TArray< FMultiCameraViewStateData > | CameraViewStateData | ||
| TArray< FSoftObjectPath > | DataLayers | If the map you are working with is a World Partition map, you can specify Data layers instead of Actor Layers. | |
| TSharedPtr< FOpenColorIODisplayExtension, ESPMode::ThreadSafe > | OCIOSceneViewExtension | The lifetime of this SceneViewExtension is only during the rendering process. | |
| TOptional< int32 > | PreviousColorFormatValue | Cache the previous color format value. Only used if using 32-bit post processing. | |
| TOptional< int32 > | PreviousCustomDepthValue | Cache the custom stencil value. Only has meaning if they have stencil layers. | |
| TOptional< int32 > | PreviousDumpFramesValue | Cache the previous dump frames as HDR value. Only used if using 32-bit post processing. | |
| TObjectPtr< UMaterialInterface > | StencilLayerMaterial |
Constructors
| Type | Name | Description | |
|---|---|---|---|
Functions
Overridden from UMoviePipelineImagePassBase
| Type | Name | Description | |
|---|---|---|---|
| void | AddViewExtensions
(
FSceneViewFamilyContext& InContext, |
||
| void | BlendPostProcessSettings
(
FSceneView* InView, |
||
| UE::MoviePipeline::FImagePassCameraViewData | GetCameraInfo
(
FMoviePipelineRenderPassMetrics& InOutSampleState, |
||
| int32 | |||
| FSceneViewStateInterface * | GetSceneViewStateInterface
(
IViewCalcPayload* OptPayload |
||
| bool | |||
| bool | IsAutoExposureAllowed
(
const FMoviePipelineRenderPassMetrics& InSampleState |
||
| void | MoviePipelineRenderShowFlagOverride
(
FEngineShowFlags& OutShowFlag |
Overridden from UMoviePipelineRenderPass
| Type | Name | Description | |
|---|---|---|---|
| void | GatherOutputPassesImpl
(
TArray< FMoviePipelinePassIdentifier >& ExpectedRenderPasses |
UMoviePipelineRenderPass API. | |
| bool | |||
| void | RenderSample_GameThreadImpl
(
const FMoviePipelineRenderPassMetrics& InSampleState |
||
| void | SetupImpl
(
const MoviePipeline::FMoviePipelineRenderPassInitSettings& InPassInitSettings |
UMoviePipelineRenderPass API. | |
| void | TeardownImpl () |
Overridden from UMoviePipelineSetting
| Type | Name | Description | |
|---|---|---|---|
| FText | Warning: This gets called on the CDO of the object |
Classes
| Type | Name | Description | |
|---|---|---|---|
| FMultiCameraViewStateData |
Constants
| Name | Description |
|---|---|
| DefaultDepthAsset | |
| DefaultMotionVectorsAsset | |
| StencilLayerMaterialAsset |
Deprecated Variables
| Type | Name | Description | |
|---|---|---|---|
| TArray< FActorLayer > | StencilLayers | Use ActorLayers property instead. |