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Convenience masking pass for Ultimatte inputs. The input is always treated as premultiplied; only the mask texture and invert toggle are exposed. The mask is sampled from the red channel (the matte is delivered as a grayscale image).
| Name | UCompositePassUltimatteMasking |
| Type | class |
| Header File | /Engine/Plugins/Compositing/Composite/Source/Composite/Public/Passes/CompositePassMasking.h |
| Include Path | #include "Passes/CompositePassMasking.h" |
Syntax
UCLASS (MinimalAPI, BlueprintType, Blueprintable, EditInlineNew, CollapseCategories,
Meta=(DisplayName="Ultimatte Masking"))
class UCompositePassUltimatteMasking : public UCompositePassBase
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UCompositePassBase → UCompositePassUltimatteMasking
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UCompositePassUltimatteMasking
(
const FObjectInitializer& ObjectInitializer |
Passes/CompositePassMasking.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bInvert | bool | Invert mask alpha. | Passes/CompositePassMasking.h |
|
| MaskTexture | TObjectPtr< UTexture > | Masking texture. The red channel is used as the mask source (Ultimatte mattes are grayscale). | Passes/CompositePassMasking.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/CompositePassMasking.h | |
virtual FCompositeCorePassProxy * GetProxy
(
const UE::CompositeCore::FPassInputDecl& InputDecl, |
Override to return a render-thread proxy for this pass. | Passes/CompositePassMasking.h |