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Applies FXAA anti-aliasing to the layer input. Primarily intended for CG or motion-graphics layers rendered through a custom render pass.
| Name | UCompositePassFXAA |
| Type | class |
| Header File | /Engine/Plugins/Compositing/Composite/Source/Composite/Public/Passes/CompositePassFXAA.h |
| Include Path | #include "Passes/CompositePassFXAA.h" |
Syntax
UCLASS (MinimalAPI, BlueprintType, Blueprintable, EditInlineNew, CollapseCategories,
Meta=(DisplayName="FXAA"))
class UCompositePassFXAA : public UCompositePassBase
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UCompositePassBase → UCompositePassFXAA
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UCompositePassFXAA
(
const FObjectInitializer& ObjectInitializer |
Constructor | Passes/CompositePassFXAA.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
~UCompositePassFXAA() |
Destructor | Passes/CompositePassFXAA.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bDisplayTransform | bool | Apply a display transform (tonemap + gamma encode) before AA and invert it after. | Passes/CompositePassFXAA.h |
|
| Quality | int32 | FXAA quality control, matching the "r.fxaa.quality" console variable values. | Passes/CompositePassFXAA.h |
|
Functions
Public
Public Virtual
Overridden from UCompositePassBase
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FCompositeCorePassProxy * GetProxy
(
const UE::CompositeCore::FPassInputDecl& InputDecl, |
Override to return a render-thread proxy for this pass. | Passes/CompositePassFXAA.h |