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Proxy for post buffer processor that the renderthread uses to perform processing This proxy exists because generally speaking usage on UObjects on the renderthread is a race condition due to UObjects being managed / updated by the game thread
| Name | FSlatePostBufferBlurProxy |
| Type | class |
| Header File | /Engine/Source/Runtime/SlateRHIRenderer/Public/FX/SlatePostBufferBlur.h |
| Include Path | #include "FX/SlatePostBufferBlur.h" |
Syntax
class FSlatePostBufferBlurProxy : public FSlateRHIPostBufferProcessorProxy
Inheritance Hierarchy
- TSharedFromThis< FSlateRHIPostBufferProcessorProxy > → FSlateRHIPostBufferProcessorProxy → FSlatePostBufferBlurProxy
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| GaussianBlurStrength_RenderThread | float | Blur strength to use when processing, renderthread version actually used to draw. | FX/SlatePostBufferBlur.h | |
| GaussianBlurStrengthPreDraw | float | Blur strength can be updated from both renderthread during draw and gamethread update. | FX/SlatePostBufferBlur.h |
Functions
Public
Overridden from FSlateRHIPostBufferProcessorProxy
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void OnUpdateValuesRenderThread () |
Called when an post buffer update element is added to a renderbatch, gives proxies a chance to queue updates to their renderthread values based on the UObject processor. | FX/SlatePostBufferBlur.h | |
virtual void PostProcess_Renderthread
(
FRDGBuilder& GraphBuilder, |
Called on the render thread to run a post processing operation on the input texture and produce the output texture. | FX/SlatePostBufferBlur.h |