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/** * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. * * A PostProcessEffect operates on an input render target and writes to an output target * These effects can be chained together in a PostProcessChain * Derive your own effects from this class */ class PostProcessEffect extends Object native dependson(Scene) hidecategories(Object); /** Whether to apply the effect in the Editor */ var() bool bShowInEditor; /** Whether to apply the effect in the Game */ var() bool bShowInGame; /** Controls whether the effect should take its settings from the world's post process settings. */ var() bool bUseWorldSettings; /** Name of the effect, used by e.g. FindEffectByName */ var() Name EffectName; /** Variables for post process Editor support */ var int NodePosY; var int NodePosX; var int DrawWidth; var int DrawHeight; var int OutDrawY; var int InDrawY; /** controls which scene DPG to render this post-process effect in (mirrors ESceneDepthPriorityGroup) */ var() ESceneDepthPriorityGroup SceneDPG; // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) defaultproperties { bShowInEditor=True bShowInGame=True SceneDPG=SDPG_PostProcess Name="Default__PostProcessEffect" ObjectArchetype=Object'Core.Default__Object' } |
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