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API > API/Plugins > API/Plugins/Composite
Runs a post-process material on the layer input. Input0 is mapped to the material's PostprocessInput0 SceneTexture.
| Name | UCompositePassMaterial |
| Type | class |
| Header File | /Engine/Plugins/Compositing/Composite/Source/Composite/Public/Passes/CompositePassMaterial.h |
| Include Path | #include "Passes/CompositePassMaterial.h" |
Syntax
UCLASS (MinimalAPI, BlueprintType, Blueprintable, EditInlineNew, CollapseCategories,
Meta=(DisplayName="Post-Process Material"))
class UCompositePassMaterial : public UCompositePassBase
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UCompositePassBase → UCompositePassMaterial
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UCompositePassMaterial
(
const FObjectInitializer& ObjectInitializer |
Constructor | Passes/CompositePassMaterial.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
~UCompositePassMaterial() |
Destructor | Passes/CompositePassMaterial.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| PostProcessMaterial | TObjectPtr< UMaterialInterface > | Post-process material to execute. Input0 is connected to SceneTexture's PostprocessInput0. | Passes/CompositePassMaterial.h |
|
Functions
Public
Public Virtual
Overridden from UCompositePassBase
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool GetIsActive () |
Returns true if the pass should participate in rendering this frame. | Passes/CompositePassMaterial.h | |
virtual FCompositeCorePassProxy * GetProxy
(
const UE::CompositeCore::FPassInputDecl& InputDecl, |
Override to return a render-thread proxy for this pass. | Passes/CompositePassMaterial.h |