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API > API/Plugins > API/Plugins/PPMChainGraph
| Name | FPPMChainGraphPostProcessPass |
| Type | struct |
| Header File | /Engine/Plugins/Experimental/PostProcessMaterialChainGraph/Source/PostProcessMaterialChainGraph/Public/PPMChainGraph.h |
| Include Path | #include "PPMChainGraph.h" |
Syntax
USTRUCT (Blueprintable)
struct FPPMChainGraphPostProcessPass
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bEnabled | bool | Is pass enabled. | PPMChainGraph.h |
|
| Inputs | TMap< EPPMChainGraphPPMInputId, FPPMChainGraphInput > | Inputs from previous passes. Map this to Scene Texture node in Post Process Material. | PPMChainGraph.h |
|
| Output | EPPMChainGraphOutput | Where should this pass write to. | PPMChainGraph.h |
|
| PostProcessMaterial | TObjectPtr< UMaterial > | Which material should be executed during this pass. | PPMChainGraph.h |
|
| TemporaryRenderTargetId | FString | Use this to identify the Output of the current pass to be used later. | PPMChainGraph.h |
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