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Engine.PostProcessEffect


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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;

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defaultproperties
{
   bShowInEditor=True
   bShowInGame=True
   SceneDPG=SDPG_PostProcess
   Name="Default__PostProcessEffect"
   ObjectArchetype=Object'Core.Default__Object'
}

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Class file time: tr 31-1-2018 17:17:52.000 - Creation time: sk 18-3-2018 10:01:12.002 - Created with UnCodeX