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API > API/Runtime > API/Runtime/SlateRHIRenderer
Proxy for post buffer processor that the renderthread uses to perform processing This proxy exists because generally speaking usage on UObjects on the renderthread is a race condition due to UObjects being managed / updated by the game thread
| Name | FSlatePostBufferBlurProxy |
| Type | class |
| Header File | /Engine/Source/Runtime/SlateRHIRenderer/Public/FX/SlateRHIPostBufferBlur.h |
| Include Path | #include "FX/SlateRHIPostBufferBlur.h" |
Syntax
class FSlatePostBufferBlurProxy : public FSlateRHIPostBufferProcessorProxy
Inheritance Hierarchy
- FSharedFromThisBase → TSharedFromThis → FSlatePostBufferProcessorProxy → FSlateRHIPostBufferProcessorProxy → FSlatePostBufferBlurProxy
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| GaussianBlurStrength_RenderThread | float | Blur strength to use when processing, renderthread version actually used to draw. | FX/SlateRHIPostBufferBlur.h | |
| GaussianBlurStrengthPreDraw | float | Blur strength can be updated from both renderthread during draw and gamethread update. | FX/SlateRHIPostBufferBlur.h |