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PostProcessVolume: a post process settings volume Used to affect post process settings in the game and editor.
| Name | APostProcessVolume |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Classes/Engine/PostProcessVolume.h |
| Include Path | #include "Engine/PostProcessVolume.h" |
Syntax
UCLASS (AutoExpandCategories=PostProcessVolume,
HideCategories=(Advanced, Collision, Volume, Brush, Attachment), MinimalAPI)
class APostProcessVolume :
public AVolume ,
public IInterface_PostProcessVolume
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → AActor → ABrush → AVolume → APostProcessVolume
Implements Interfaces
Derived Classes
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
APostProcessVolume
(
const FObjectInitializer& ObjectInitializer |
Engine/PostProcessVolume.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bEnabled | uint32 | Whether this volume is enabled or not. | Engine/PostProcessVolume.h |
|
| BlendRadius | float | World space radius around the volume that is used for blending (only if not unbound). | Engine/PostProcessVolume.h |
|
| BlendWeight | float | 0:no effect, 1:full effect | Engine/PostProcessVolume.h |
|
| bUnbound | uint32 | Whether this volume covers the whole world, or just the area inside its bounds. | Engine/PostProcessVolume.h |
|
| Priority | float | Priority of this volume. | Engine/PostProcessVolume.h |
|
| Settings | FPostProcessSettings | Post process settings to use for this volume. | Engine/PostProcessVolume.h |
|
| VolumeGuid | FGuid | Automatically generated GUID for this post process volume, used for deterministic sorting of equal priority volumes. | Engine/PostProcessVolume.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AddOrUpdateBlendable
(
TScriptInterface< IBlendableInterface > InBlendableObject, |
Adds an Blendable (implements IBlendableInterface) to the array of Blendables (if it doesn't exist) and update the weight | Engine/PostProcessVolume.h |
|
Overridden from AActor
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool CanChangeIsSpatiallyLoadedFlag() |
Returns true if this actor allows changing the spatially loaded flag. | Engine/PostProcessVolume.h | |
virtual void PostUnregisterAllComponents() |
Called after all currently registered components are cleared | Engine/PostProcessVolume.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool CanEditChange
(
const FProperty* InProperty |
Engine/PostProcessVolume.h | ||
virtual void PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Engine/PostProcessVolume.h | ||
virtual void PostInitProperties() |
Engine/PostProcessVolume.h | ||
virtual void Serialize
(
FArchive& Ar |
Engine/PostProcessVolume.h |
Overridden from IInterface_PostProcessVolume
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool EncompassesPoint
(
FVector Point, |
Engine/PostProcessVolume.h | ||
virtual FPostProcessVolumeProperties GetProperties() |
Engine/PostProcessVolume.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool IsPPVEnabled() |
Engine/PostProcessVolume.h |
Overridden from AActor
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void PostRegisterAllComponents () |
Called after all the components in the Components array are registered, called both in editor and during gameplay. | Engine/PostProcessVolume.h |