| bEnabled |
bool |
Is pass enabled. |
PPMChainGraph.h |
- BlueprintReadWrite
- EditAnywhere
- Category="Pass Settings"
|
| Inputs |
TMap< EPPMChainGraphPPMInputId, FPPMChainGraphInput > |
Inputs from previous passes. Map this to Scene Texture node in Post Process Material. |
PPMChainGraph.h |
- BlueprintReadWrite
- EditAnywhere
- Category="Post Process Pass Inputs"
|
| Output |
EPPMChainGraphOutput |
Where should this pass write to. |
PPMChainGraph.h |
- BlueprintReadWrite
- EditAnywhere
- Category="Post Process Pass Output"
|
| PostProcessMaterial |
TObjectPtr< UMaterial > |
Which material should be executed during this pass. |
PPMChainGraph.h |
- BlueprintReadWrite
- EditAnywhere
- Category="Post Process Pass Material"
|
| TemporaryRenderTargetId |
FString |
Use this to identify the Output of the current pass to be used later. |
PPMChainGraph.h |
- BlueprintReadWrite
- EditAnywhere
- Category="Post Process Pass Output"
- Meta=(EditCondition="Output == EPPMChainGraphOutput::PPMOutput_RenderTarget", EditConditionHides)
|