Always snap to grid
UE3:PostProcessEffect (UDK)
Object >> PostProcessEffect |
- Package:
- Engine
- Direct subclasses:
- AmbientOcclusionEffect, BlurEffect, DOFEffect, MaterialEffect, MotionBlurEffect
- This class in other games:
- UT3
This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
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
Properties[edit]
Property group 'PostProcessEffect'[edit]
bShowInEditor[edit]
Type: bool
Whether to apply the effect in the Editor
Default value: True
bShowInGame[edit]
Type: bool
Whether to apply the effect in the Game
Default value: True
bUseWorldSettings[edit]
Type: bool
Controls whether the effect should take its settings from the world's post process settings.
EffectName[edit]
Type: name
Name of the effect, used by e.g. FindEffectByName
SceneDPG[edit]
Type: Scene.ESceneDepthPriorityGroup
controls which scene DPG to render this post-process effect in (mirrors ESceneDepthPriorityGroup)
Default value: SDPG_PostProcess
Internal variables[edit]
bAffectsLightingOnly[edit]
Type: bool
If true, the effect should be rendered after lighting and not at the end of the DPG.
DrawHeight[edit]
Type: int
DrawWidth[edit]
Type: int
InDrawY[edit]
Type: int
NodePosX[edit]
Type: int
NodePosY[edit]
Type: int
Variables for post process Editor support
OutDrawY[edit]
Type: int