| ApplyPhysicalCameraExposure |
uint32 |
Enables physical camera exposure using ShutterSpeed/ISO/Aperture. |
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category="Exposure"
- Meta=(DisplayName="Apply Physical Camera Exposure")
|
| Bias |
float |
Logarithmic adjustment for the exposure. |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Exposure"
- Meta=(UIMin="-8.0", UIMax="8.0", DisplayName="Exposure Bias")
|
| BiasCurve |
TObjectPtr< class UCurveFloat > |
Exposure compensation based on the scene EV100. |
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category="Exposure"
- Meta=(DisplayName="Exposure Bias Curve")
|
| CalibrationConstant |
float |
Calibration constant for 18% albedo. |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Exposure"
- AdvancedDisplay
- Meta=(UIMin="0", UIMax="100.0", DisplayName="Calibration Constant")
|
| HighPercent |
float |
The eye adaptation will adapt to a value extracted from the luminance histogram of the scene color. |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Exposure"
- AdvancedDisplay
- Meta=(ClampMin="0.0", ClampMax="100.0", DisplayName="High Percent")
|
| HistogramLogMax |
float |
Temporary exposed until we found good values 4: 16, 8: 256 |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Exposure"
- AdvancedDisplay
- Meta=(UIMin="0.0", UIMax="16.0")
|
| HistogramLogMin |
float |
Temporary exposed until we found good values, -8: 1/256, -10: 1/1024 |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Exposure"
- AdvancedDisplay
- Meta=(UIMin="-16", UIMax="0.0")
|
| LowPercent |
float |
The eye adaptation will adapt to a value extracted from the luminance histogram of the scene color. |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Exposure"
- AdvancedDisplay
- Meta=(ClampMin="0.0", ClampMax="100.0", DisplayName="Low Percent")
|
| MaxBrightness |
float |
A good value should be positive (2 is a good value). |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Exposure"
- Meta=(ClampMin="0.0", UIMax="10.0", DisplayName="Max Brightness")
|
| MeterMask |
TObjectPtr< class UTexture > |
Exposure metering mask. |
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category="Exposure"
- Meta=(DisplayName="Exposure Metering Mask")
|
| Method |
TEnumAsByte< enum EAutoExposureMethod > |
Luminance computation method |
Engine/Scene.h |
- EditAnywhere
- BlueprintReadWrite
- Category="Exposure"
- Meta=(DisplayName="Method")
|
| MinBrightness |
float |
A good value should be positive near 0. |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Exposure"
- Meta=(ClampMin="0.0", UIMax="10.0", DisplayName="Min Brightness")
|
| SpeedDown |
float |
>0 |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Exposure"
- Meta=(ClampMin="0.02", UIMax="20.0", DisplayName="Speed Down", ToolTip="In F-stops per second, should be >0")
|
| SpeedUp |
float |
>0 |
Engine/Scene.h |
- Interp
- BlueprintReadWrite
- Category="Exposure"
- Meta=(ClampMin="0.02", UIMax="20.0", DisplayName="Speed Up", ToolTip="In F-stops per second, should be >0")
|