Navigation
| Name | Composite |
| Type | Plugin |
| Part of Plugins | Composure |
| Location | /Engine/Plugins/Compositing/Composite/Source/Composite/ |
| Module Build Rules | Composite.Build.cs |
Classes
| Name | Remarks |
|---|---|
| ACompositeActor | Actor used to control properties of the composite pipeline. |
| ACompositeDepthMeshActor | Convenience compositing depth mesh actor. This actor must still be assigned to a plate layer. |
| ACompositeMeshActor | Convenience compositing mesh actor. This actor must still be assigned to a plate layer. |
| ACompositeSkySphereActor | Convenience actor providing image-based lighting from a plate texture. |
| FColorGradingCompositePassProxy | Render-thread proxy for the color grading pass. |
| FCompositeModule | |
| FCompositePassBlurProxy | Render-thread proxy for the Gaussian blur pass. |
| FCompositePassColorKeyerProxy | Render-thread proxy for the color keyer pass. |
| FCompositePassDilationProxy | Render-thread proxy for the morphological dilation/erosion pass. |
| FMaskingPassProxy | Render-thread proxy for the alpha masking pass. Takes two inputs: [0] main, [1] mask. |
| FTransform2DPassProxy | Render-thread proxy for the 2D transform pass. |
| FTranslucencyPassProxy | Render-thread proxy for the translucency pass. |
| UCompositeAssetUserData | AssetUserData to keep track of edits on composite meshes. |
| UCompositeDepthMeshComponent | |
| UCompositeLayerBase | Base class for a composite layer: a named unit that merges an input into the composite stack and runs sub-passes on it. |
| UCompositeLayerMainRender | Layer that fetches scene color from the main render during post-processing after tonemap. |
| UCompositeLayerPlanarReflection | Layer that renders a planar reflection of selected actors via a mirrored scene capture. |
| UCompositeLayerPlate | Layer that renders a media texture into the composite stack, with optional scene projection via composite meshes. |
| UCompositeLayerProcessing | Layer that runs sub-passes on the output of previous layers without merging an additional input. |
| UCompositeLayerSceneCapture | Layer that renders selected primitives through a scene capture (or inlined custom render pass) and merges the result. |
| UCompositeLayerShadowReflection | Layer that catches shadows and reflections received by registered primitives, producing a matte that is merged onto the plate. |
| UCompositeLayerSingleLightShadow | Layer that catches shadows cast by registered actors from a single specified light. |
| UCompositeMeshComponent | |
| UCompositePassBase | Base class for a composite pass: a render-thread operation applied to a layer's input. |
| UCompositePassBlur | Applies a blur to the layer input. |
| UCompositePassColorGrading | Applies exposure, contrast, saturation, temperature and color-wheel adjustments to the layer input. |
| UCompositePassColorKeyer | Extracts alpha from a colored background (red, green or blue) using chroma keying. |
| UCompositePassDilation | Morphologically dilates or erodes selected channels of the layer input by a configurable pixel radius. |
| UCompositePassDistortion | Applies a lens distortion or undistortion transform to the layer input. |
| UCompositePassFXAA | Applies FXAA anti-aliasing to the layer input. |
| UCompositePassLumaKeyer | Extracts alpha from pixel luminance (luma key). |
| UCompositePassMasking | Masks the layer alpha using a texture, a geometry render of selected actors, or a combination of both. |
| UCompositePassMaterial | Runs a post-process material on the layer input. |
| UCompositePassOpenColorIO | Applies an OpenColorIO color transform to the layer input. |
| UCompositePassSMAA | Applies SMAA anti-aliasing to the layer input. |
| UCompositePassTransform2D | Scales, rotates and translates the layer input in UV space. |
| UCompositePassTranslucency | Modifies the layer alpha channel. |
| UCompositePassUltimatteMasking | Convenience masking pass for Ultimatte inputs. |
| UCompositeSceneCapture2DComponent | |
| UCompositeShadowReflectionCatcherComponent | |
| UCompositeViewProjectionComponent | Component responsible for continuously updating the specified material parameter collection with a camera view projection matrix (to be used for texture projection in materials). |
Structs
| Name | Remarks |
|---|---|
| FCompositeColorGradingPassSettings | |
| FCompositeMeshPrimitiveReference | |
| FCompositeSpawnableBinding | Stores the sequencer binding information needed to re-resolve a spawnable actor after its transient instance is destroyed (e.g. on level reload or sequence restart). |
| FCompositeSpawnableBindings | Helper that manages a parallel array of spawnable bindings alongside a TArray |
| FCompositeTemperatureSettings | Color grading pass temperature settings. |
| FCompositeTraversalContext | Context used while traversing passes and layers to collect frame proxies. |
| FSceneCaptureComponentArray |
Typedefs
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| FOnPostEditChangeOwner | TBaseDelegate_OneParam< void, UPrimitiveComponent & > | CompositeAssetUserData.h |
Enums
Public
| Name | Remarks |
|---|---|
| ECompositeAllowedViewModes | Constrain composite render to certain view modes for multi-viewport workflows where unlit or wireframe viewports will not conflict with the composite. |
| ECompositeAlphaOverride | |
| ECompositeAlphaPremultiplication | Alpha premultiplication operation type. |
| ECompositeColorChannel | Color channel. |
| ECompositeColorKeyerMode | Keying mode: chroma key (color-based) or luma key (luminance-based). |
| ECompositeColorKeyerScreenType | Background screen color type (red, green or blue). |
| ECompositeColorKeyerVisualization | Visualization mode, for inspecting your key. |
| ECompositeDenoiseMethod | Denoising method applied before keying. |
| ECompositeDilationChannel | Channel bitmask controlling which channels the morphological operation reads and writes. |
| ECompositeDistortion | |
| ECompositeKeyerSource | |
| ECompositeMainRenderOutputMode | Main render color space & encoding output mode. |
| ECompositeMaskingMode | Masking source mode. |
| ECompositeMeshMaterialType | Material selection type for convenience. |
| ECompositePassBlurMethod | Blur method type. |
| ECompositePassScaleMode | Primary scale calculation mode. |
| ECompositePlateMode | Plate sampling & rendering mode. |
| ECompositeStateChangeType | Describes the intent of a rendering state change propagated to layers. |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bAffectIndirectLightingWhileHidden | bool | Automatic primitive configuration mode for registered primitives. | Layers/CompositeLayerShadowReflection.h | |
| bCastHiddenShadow | bool | Cast hidden shadow. | Layers/CompositeLayerShadowReflection.h | |
| STATCAT_Advanced | CompositeModule.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool operator!
(
ECompositeDilationChannel E |
Passes/CompositePassDilation.h | ||
ECompositeDilationChannel operator&
(
ECompositeDilationChannel Lhs, |
Passes/CompositePassDilation.h | ||
ECompositeDilationChannel & operator&=
(
ECompositeDilationChannel& Lhs, |
Passes/CompositePassDilation.h | ||
ECompositeDilationChannel operator^
(
ECompositeDilationChannel Lhs, |
Passes/CompositePassDilation.h | ||
ECompositeDilationChannel & operator^=
(
ECompositeDilationChannel& Lhs, |
Passes/CompositePassDilation.h | ||
ECompositeDilationChannel operator|
(
ECompositeDilationChannel Lhs, |
Passes/CompositePassDilation.h | ||
ECompositeDilationChannel & operator|=
(
ECompositeDilationChannel& Lhs, |
Passes/CompositePassDilation.h | ||
ECompositeDilationChannel operator~
(
ECompositeDilationChannel E |
Passes/CompositePassDilation.h | ||
FCompositeSpawnableBinding UE::Composite::DetectSpawnableBinding
(
AActor* InActor, |
Detect if an actor is a sequencer spawnable. Returns a valid binding or an empty struct. | CompositeSpawnableBinding.h | |
AActor * UE::Composite::TryResolveSpawnable
(
const FCompositeSpawnableBinding& Binding, |
Resolve a spawnable actor from binding data. Returns nullptr if unresolved. | CompositeSpawnableBinding.h |