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Engine.PostProcessEffect

Extends
Object
Modifiers
native dependson ( Scene ) hidecategories ( Object )

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

Core.Object
|   
+-- Engine.PostProcessEffect

Direct Known Subclasses:

BloomEffect, DOFEffect, MaterialEffect, MotionBlurEffect

Constants Summary
Inherited Contants from Core.Object
DegToRad, INDEX_NONE, MaxInt, Pi, RadToDeg

Variables Summary
intDrawHeight
intDrawWidth
intInDrawY
intNodePosX
intNodePosY
intOutDrawY
PostProcessEffect
boolbShowInEditor
boolbShowInGame
boolbUseWorldSettings
NameEffectName
ESceneDepthPriorityGroupSceneDPG
Inherited Variables from Core.Object
Class, HashNext, HashOuterNext, Linker, LinkerIndex, Name, NetIndex, ObjectArchetype, ObjectFlags, ObjectInternalInteger, Outer, StateFrame, VfTableObject

Enumerations Summary
Inherited Enumerations from Core.Object
EAxis, EInputEvent, EInterpCurveMode, EInterpMethodType, ETickingGroup

Structures Summary
Inherited Structures from Core.Object
Box, BoxSphereBounds, Color, Cylinder, double, DynamicMap_Mirror, Guid, IndirectArray_Mirror, InterpCurveFloat, InterpCurvePointFloat, InterpCurvePointQuat, InterpCurvePointTwoVectors, InterpCurvePointVector, InterpCurvePointVector2D, InterpCurveQuat, InterpCurveTwoVectors, InterpCurveVector, InterpCurveVector2D, IntPoint, LinearColor, Map_Mirror, Matrix, MultiMap_Mirror, Plane, pointer, Quat, qword, RawDistribution, RenderCommandFence, Rotator, TextureMipBulkData_Mirror, ThreadSafeCounter, TPOV, TwoVectors, UntypedBulkData_Mirror, Vector, Vector2D, Vector4

Functions Summary
Inherited Functions from Core.Object
!, !=, $, $=, %, &, &&, *, **, *=, +, ++, +=, -, --, -=, / , /=, <, <<, <=, ==, >, >=, >>, >>>, @, @=, Abs, Acos, Asc, Asin, Atan, BeginState, ByteToFloat, Caps, Chr, Clamp, ClampLength, ClampRotAxis, ClassIsChildOf, ClearConfig, ClockwiseFrom, ColorToLinearColor, ContinuedState, Cos, Cross, Disable, Dot, DumpStateStack, DynamicLoadObject, Enable, EndState, Exp, FClamp, FCubicInterp, FindDeltaAngle, FindObject, FInterpEaseIn, FInterpEaseInOut, FInterpEaseOut, FInterpTo, FloatToByte, FMax, FMin, FPctByRange, FRand, GetAngularDegreesFromRadians, GetAngularDistance, GetAngularFromDotDist, GetAxes, GetDotDistance, GetEnum, GetFuncName, GetHeadingAngle, GetNetFuncName, GetPackageName, GetPerObjectConfigSections, GetRangePctByValue, GetRangeValueByPct, GetSpecialValue, GetStateName, GetUnAxes, GotoState, InStr, IsA, IsChildState, IsInState, IsNetScript, IsPendingKill, IsUTracing, IsZero, JoinArray, Left, Len, Lerp, Localize, Locs, Loge, LogInternal, MakeColor, MakeLinearColor, Max, Mid, Min, MirrorVectorByNormal, Normal, Normalize, NormalizeRotAxis, OrthoRotation, ParseStringIntoArray, PathName, PausedState, PointDistToLine, PointDistToPlane, PointInBox, PoppedState, PopState, ProjectOnTo, PushedState, PushState, QuatDot, QuatFindBetween, QuatFromAxisAndAngle, QuatFromRotator, QuatInvert, QuatProduct, QuatRotateVector, QuatSlerp, QuatToRotator, Rand, RandRange, RDiff, Repl, Right, RInterpTo, RLerp, RotRand, Round, RSize, RSmerp, SaveConfig, SClampRotAxis, ScriptTrace, SetSpecialValue, SetUTracing, Sin, Split, Sqrt, Square, StaticClearConfig, StaticSaveConfig, Tan, TimeStamp, ToHex, TransformVectorByRotation, UnwindHeading, vect2d, VInterpTo, VLerp, VRand, VSize, VSize2D, VSizeSq, VSizeSq2D, VSmerp, WarnInternal, ^, ^^, |, ||, ~, ~=


Variables Detail

DrawHeight Source code

var int DrawHeight;

DrawWidth Source code

var int DrawWidth;

InDrawY Source code

var int InDrawY;

NodePosX Source code

var int NodePosX;

NodePosY Source code

var int NodePosY;
Variables for post process Editor support

OutDrawY Source code

var int OutDrawY;

PostProcessEffect

bShowInEditor Source code

var(PostProcessEffect) bool bShowInEditor;
Whether to apply the effect in the Editor

bShowInGame Source code

var(PostProcessEffect) bool bShowInGame;
Whether to apply the effect in the Game

bUseWorldSettings Source code

var(PostProcessEffect) bool bUseWorldSettings;
Controls whether the effect should take its settings from the world's post process settings.

EffectName Source code

var(PostProcessEffect) Name EffectName;
Name of the effect, used by e.g. FindEffectByName

SceneDPG Source code

var(PostProcessEffect) ESceneDepthPriorityGroup SceneDPG;
controls which scene DPG to render this post-process effect in (mirrors ESceneDepthPriorityGroup)


Defaultproperties

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

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Creation time: sk 18-3-2018 10:00:41.906 - Created with UnCodeX