Navigation
API > API/Plugins > API/Plugins/Composite
Actor used to control properties of the composite pipeline.
| Name | ACompositeActor |
| Type | class |
| Header File | /Engine/Plugins/Compositing/Composite/Source/Composite/Public/CompositeActor.h |
| Include Path | #include "CompositeActor.h" |
Syntax
UCLASS (MinimalAPI)
class ACompositeActor : public AActor
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → AActor → ACompositeActor
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
ACompositeActor
(
const FObjectInitializer& ObjectInitializer |
Constructor. | CompositeActor.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
~ACompositeActor() |
Destructor. | CompositeActor.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AllowedViewModes | ECompositeAllowedViewModes | Constrain composite rendering to specific view modes. | CompositeActor.h |
|
| bEnableScreenSpaceReflections | bool | Also provide the post-processing composite graph to SSR input. | CompositeActor.h |
|
| bOverridesViewUserFlags | bool | Override default view user flags. | CompositeActor.h |
|
| bRestrictToActiveViewport | bool | When true, compositing is restricted to a single viewport: the one piloting CameraActor if any, otherwise the active level viewport (editor only). | CompositeActor.h |
|
| MainRenderOutput | ECompositeMainRenderOutputMode | Main render color space & encoding output mode. | CompositeActor.h |
|
| ViewUserFlags | int32 | Custom user flags value used to alter materials in the composite render pass. | CompositeActor.h |
|
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bIsActive | bool | Whether or not the composite behavior is active locally - used primarily for multi-user. | CompositeActor.h |
|
| bIsEnabled | bool | Whether or not the composite behavior is enabled. | CompositeActor.h |
|
| bIsModifyingAProperty | bool | Flag used to determine in which cases we should ignore PostRegister / Unregister calls. | CompositeActor.h | |
| CameraActor | TSoftObjectPtr< AActor > | The primary camera used for the composite. | CompositeActor.h |
|
| CameraSpawnableBinding | FCompositeSpawnableBinding | Spawnable binding for the camera actor. Used to resolve spawnable cameras across reloads. | CompositeActor.h | |
| CompositeLayers | TArray< TObjectPtr< UCompositeLayerBase > > | Array of composite layers for merging or processing images. | CompositeActor.h |
|
| PlatePreviewComponent | TObjectPtr< class UCompositePlateTexturePreviewComponent > | Component used to preview a plate layer texture in the level viewport | CompositeActor.h |
|
| PreEditCompositeLayers | TArray< UCompositeLayerBase * > | Used to update components after we remove layers. | CompositeActor.h | |
| PreEditVPRole | FGameplayTag | Used to track changes to the VP role. | CompositeActor.h | |
| SceneCapturesPerPass | TMap< TWeakObjectPtr< const UCompositePassBase >, FSceneCaptureComponentArray > | Pass-managed scene capture components (populated at runtime by FindOrCreateSceneCapture). | CompositeActor.h | |
| ViewProjectionComponent | TObjectPtr< class UCompositeViewProjectionComponent > | Component responsible for continuously updating a material parameter collection with the composite camera view projection matrix. | CompositeActor.h |
|
| VPRole | FGameplayTag | Optional virtual production role to deactivate the actor when its role does not match the current device role. | CompositeActor.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void ClearCameraActor () |
Clear the camera actor and any stored spawnable binding. | CompositeActor.h |
|
void DestroySceneCaptures
(
const UCompositePassBase* InPass |
Convenience function used by passes or layers to remove scene capture components. | CompositeActor.h | |
void DetectAndStoreSpawnableBinding
(
AActor* InActor |
Detect if a camera actor is a sequencer spawnable and store its binding info. | CompositeActor.h | |
UCompositeShadowReflectionCatcherComponent * FindOrCreateSceneCapture
(
const UCompositePassBase* InPass, |
|||
UCompositeSceneCapture2DComponent * FindOrCreateSceneCapture
(
const UCompositePassBase* InPass, |
|||
RetType * FindOrCreateSceneCapture
(
const UCompositePassBase* InPass, |
Convenience function used by passes or layers to request a scene capture component. | CompositeActor.h | |
const TSoftObjectPtr< AActor > & GetCameraActor() |
Camera actor getter. | CompositeActor.h |
|
UCameraComponent * GetCameraComponent() |
Camera component getter. | CompositeActor.h |
|
| Get the composite layers. | CompositeActor.h |
|
|
const TArray< TObjectPtr< UCompositeLayerBase > > & GetCompositeLayers () |
Get the composite layers. | CompositeActor.h | |
bool GetIsActive() |
Get the (locally) active state. | CompositeActor.h |
|
bool GetIsEnabled() |
Get the enabled state. | CompositeActor.h |
|
FGameplayTag GetVPRole() |
Get the vp role. | CompositeActor.h |
|
bool HasSpawnableBinding() |
Returns true if the actor has a stored spawnable camera binding. | CompositeActor.h | |
void HidePlatePreview() |
Hides the plate texture preview | CompositeActor.h | |
bool IsInVPRole() |
Check if the actor's role matches the session role. | CompositeActor.h | |
bool IsPlatePreviewActive() |
Gets whether the plate texture preview is currently being displayed | CompositeActor.h | |
bool IsRendering() |
Returns true if the composite is actively rendering. | CompositeActor.h | |
void SetCameraActor
(
const TSoftObjectPtr< AActor >& InActor |
Camera actor setter. | CompositeActor.h |
|
void SetCameraComponent
(
UCameraComponent* InComponent |
Camera component setter. | CompositeActor.h |
|
void SetCompositeLayers
(
TArray< UCompositeLayerBase* > InLayers |
Set the composite layers. | CompositeActor.h |
|
void SetIsActive
(
bool bInActive |
Set the (locally) active state. | CompositeActor.h |
|
void SetIsEnabled
(
bool bInEnabled |
Set the enabled state. | CompositeActor.h |
|
void SetVPRole
(
FGameplayTag Value |
Set the vp role. | CompositeActor.h |
|
bool ShowPlatePreview
(
TObjectPtr< class UCompositePassColorKeyer > InRequestingKeyer |
Displays the plate texture preview in the level editor's 'picture-in-picture' | CompositeActor.h |
Public Virtual
Overridden from AActor
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void Destroyed() |
CompositeActor.h | ||
virtual void PostRegisterAllComponents() |
CompositeActor.h | ||
virtual void PostUnregisterAllComponents() |
CompositeActor.h | ||
virtual void PreDuplicateFromRoot
(
FObjectDuplicationParameters& DupParams |
CompositeActor.h | ||
virtual void PreRegisterAllComponents() |
CompositeActor.h | ||
virtual void SetIsTemporarilyHiddenInEditor
(
bool bIsHidden |
CompositeActor.h | ||
virtual bool ShouldTickIfViewportsOnly() |
CompositeActor.h | ||
virtual void Tick
(
float DeltaSeconds |
CompositeActor.h | ||
virtual void UnregisterAllComponents
(
bool bForReregister |
CompositeActor.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void PostDuplicate
(
EDuplicateMode::Type DuplicateMode |
CompositeActor.h | ||
virtual void PostEditChangeChainProperty
(
FPropertyChangedChainEvent& PropertyChangedChainEvent |
CompositeActor.h | ||
virtual void PostEditUndo() |
CompositeActor.h | ||
virtual void PostLoad() |
CompositeActor.h | ||
virtual void PreEditChange
(
FProperty* PropertyAboutToChange |
CompositeActor.h | ||
virtual void PreEditUndo() |
CompositeActor.h |