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UE3:PostProcessEffect (UDK)
Object >> PostProcessEffect |
- Package:
- Engine
- Direct subclasses:
- AmbientOcclusionEffect, BlurEffect, DOFEffect, MaterialEffect, MotionBlurEffect
- This class in other games:
- UT3
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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
Property group 'PostProcessEffect'
bShowInEditor
Type: bool
Whether to apply the effect in the Editor
Default value: True
bShowInGame
Type: bool
Whether to apply the effect in the Game
Default value: True
bUseWorldSettings
Type: bool
Controls whether the effect should take its settings from the world's post process settings.
EffectName
Type: name
Name of the effect, used by e.g. FindEffectByName
SceneDPG
Type: Scene.ESceneDepthPriorityGroup
controls which scene DPG to render this post-process effect in (mirrors ESceneDepthPriorityGroup)
Default value: SDPG_PostProcess
Internal variables
bAffectsLightingOnly
Type: bool
If true, the effect should be rendered after lighting and not at the end of the DPG.
DrawHeight
Type: int
DrawWidth
Type: int
InDrawY
Type: int
NodePosX
Type: int
NodePosY
Type: int
Variables for post process Editor support
OutDrawY
Type: int