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UE3:PostProcessEffect (UDK)

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UDK Object >> PostProcessEffect
Package: 
Engine
Direct subclasses:
AmbientOcclusionEffect, BlurEffect, DOFEffect, MaterialEffect, MotionBlurEffect
This class in other games:
UT3

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