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Render-thread struct for scene view extension render work per frame.
Populated on the game thread (typically via UCompositeCoreSubsystem::SetRenderWork) and handed off via move. After handoff the struct is treated as immutable on the render thread for the duration of the frame. All FCompositeCorePassProxy pointers referenced by PreprocessingPasses and FramePasses must be allocated from FrameAllocator and must not outlive it.
| Name | FRenderWork |
| Type | struct |
| Header File | /Engine/Plugins/Compositing/CompositeCore/Source/CompositeCore/Public/Passes/CompositeCorePassProxy.h |
| Include Path | #include "Passes/CompositeCorePassProxy.h" |
Syntax
struct FRenderWork
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FRenderWork() |
Constructor. | Passes/CompositeCorePassProxy.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ActiveViewportFilter | TOptional< FActiveViewportFilter > | Optional per-frame filter restricting compositing to a single viewport (see FActiveViewportFilter). | Passes/CompositeCorePassProxy.h | |
| AllowedViewModes | TSet< EViewModeIndex > | View modes for which the compositing is allowed. | Passes/CompositeCorePassProxy.h | |
| ExternalInputs | TArray< FExternalTexture > | Array of user-defined external input texture overrides, where array index + ResourceId::ExternalRangeStart maps to the ResourceId. | Passes/CompositeCorePassProxy.h | |
| FrameAllocator | TUniquePtr< FSceneRenderingBulkObjectAllocator > | Proxy allocator. | Passes/CompositeCorePassProxy.h | |
| FramePasses | TSortedMap< ISceneViewExtension::EPostProcessingPass, TArray< const FCompositeCorePassProxy * > > | Post-processing passes at the specified pipeline locations. | Passes/CompositeCorePassProxy.h | |
| MainRenderMode | TOptional< ESceneCaptureSource > | Optional main render mode override | Passes/CompositeCorePassProxy.h | |
| PreprocessingPasses | TSortedMap< ResourceId, TArray< const FCompositeCorePassProxy * > > | Pre-processing passes applied on specific texture resources at the start of rendering. | Passes/CompositeCorePassProxy.h | |
| SceneCapturesUpdateQueue | TArray< TWeakObjectPtr< USceneCaptureComponent2D > > | List of scene captures to render-update this frame. | Passes/CompositeCorePassProxy.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool IsEmpty() |
Returns true if there are no active work passes. | Passes/CompositeCorePassProxy.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static const FRenderWork & GetDefault() |
Default frame work. | Passes/CompositeCorePassProxy.h |