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Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void SubscribeToPostProcessingPass
(
EPostProcessingPass Pass, |
Deprecated APIs - These are no longer called and must be converted to restore functionality. | SceneViewExtension.h | |
virtual void SubscribeToPostProcessingPass
(
EPostProcessingPass Pass, |
This will be called at the beginning of post processing to make sure that each view extension gets a chance to subscribe to a post-processing pass event. | SceneViewExtension.h |
SubscribeToPostProcessingPass(EPostProcessingPass, FPostProcessingPassDelegateArray &, bool)
Description
Deprecated APIs - These are no longer called and must be converted to restore functionality.
| Name | SubscribeToPostProcessingPass |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/SceneViewExtension.h |
| Include Path | #include "SceneViewExtension.h" |
virtual void SubscribeToPostProcessingPass
(
EPostProcessingPass Pass,
FPostProcessingPassDelegateArray & InOutPassCallbacks,
bool bIsPassEnabled
)
SubscribeToPostProcessingPass(EPostProcessingPass, const FSceneView &, FPostProcessingPassDelegateArray &, bool)
Description
This will be called at the beginning of post processing to make sure that each view extension gets a chance to subscribe to a post-processing pass event.
- The pass MUST write to the override output texture if it is active (this occurs when the pass is the last in the post processing chain writing to the back buffer). For performance reasons it is recommended to only subscribe to a pass when the pass will produce a GPU resource.
| Name | SubscribeToPostProcessingPass |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/SceneViewExtension.h |
| Include Path | #include "SceneViewExtension.h" |
virtual void SubscribeToPostProcessingPass
(
EPostProcessingPass Pass,
const FSceneView & InView,
FPostProcessingPassDelegateArray & InOutPassCallbacks,
bool bIsPassEnabled
)