Navigation
API > API/Runtime > API/Runtime/Engine
Base class of the custom render pass. Create a derived class to provide custom behavior. Custom render pass is rendered as part of the main render loop.
| Name | FCustomRenderPassBase |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Public/Rendering/CustomRenderPass.h |
| Include Path | #include "Rendering/CustomRenderPass.h" |
Syntax
class FCustomRenderPassBase : public ICustomRenderPass
Implements Interfaces
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| Rendering/CustomRenderPass.h | |||
FCustomRenderPassBase
(
const FString& InDebugName, |
Rendering/CustomRenderPass.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~FCustomRenderPassBase() |
Rendering/CustomRenderPass.h |
Enums
Public
| Name | Remarks |
|---|---|
| ERenderCaptureType | |
| ERenderMode | Which render passes are needed for the custom render pass. |
| ERenderOutput | The output type into the render target. What type is valid depends on ERenderMode. |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| RenderCaptureFileName | FString | Rendering/CustomRenderPass.h | ||
| RenderCaptureType | ERenderCaptureType | Rendering/CustomRenderPass.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void BeginPass
(
FRDGBuilder& GraphBuilder |
Called before PreRender on render thread (only really useful for properly scoping render capture names) | Rendering/CustomRenderPass.h | |
void EndPass
(
FRDGBuilder& GraphBuilder |
Called after PostRender on render thread (only really useful for properly scoping render capture names) | Rendering/CustomRenderPass.h | |
const FString & GetDebugName() |
Rendering/CustomRenderPass.h | ||
ERenderMode GetRenderMode() |
Rendering/CustomRenderPass.h | ||
ERenderOutput GetRenderOutput() |
Rendering/CustomRenderPass.h | ||
const FIntPoint & GetRenderTargetSize() |
Rendering/CustomRenderPass.h | ||
FRDGTextureRef GetRenderTargetTexture() |
Rendering/CustomRenderPass.h | ||
| Convert output type into corresponding scene capture source type. | Rendering/CustomRenderPass.h | ||
ICustomRenderPassUserData * GetUserData
(
const FName& InTypeName |
Rendering/CustomRenderPass.h | ||
TEnableIf< TPointerIsConvertibleFromTo< UserDataType, ICustomRenderPassUserData >::Value, UserDataType >::Type * GetUserDataTyped() |
Rendering/CustomRenderPass.h | ||
bool IsTranslucentIncluded () |
Returns true if translucency is enabled AND an output uses SceneColor. | Rendering/CustomRenderPass.h | |
void PerformRenderCapture
(
ERenderCaptureType InRenderCaptureType, |
Perform a render capture when this pass runs if a render capture interface is registered | Rendering/CustomRenderPass.h | |
void PostRender
(
FRDGBuilder& GraphBuilder |
Called after the pass is rendered on render thread, use it for post processing tasks such as applying additional shader effects to the render target. | Rendering/CustomRenderPass.h | |
void PreRender
(
FRDGBuilder& GraphBuilder |
Called before the pass is rendered on render thread, use it for prep tasks such as allocating render target. | Rendering/CustomRenderPass.h | |
void SetUserData
(
TUniquePtr< ICustomRenderPassUserData >&& InUserData |
Rendering/CustomRenderPass.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void OnBeginPass
(
FRDGBuilder& GraphBuilder |
Rendering/CustomRenderPass.h | ||
virtual void OnEndPass
(
FRDGBuilder& GraphBuilder |
Rendering/CustomRenderPass.h | ||
virtual void OnPostRender
(
FRDGBuilder& GraphBuilder |
Rendering/CustomRenderPass.h | ||
virtual void OnPreRender
(
FRDGBuilder& GraphBuilder |
Rendering/CustomRenderPass.h | ||
void OverrideRenderOutput
(
ERenderOutput InRenderOutput |
Used internally during scene render to generate multiple outputs from a single custom render pass | Rendering/CustomRenderPass.h |