code: virtual [UTexture](API\Runtime\Engine\Engine\UTexture) * GetEditorPreviewImage()


description:
Get the parent composure element of current element.
bool Whether the function successfully finds the parent or not.

module: Composure

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Composure|Element") [ACompositingElement](API\Plugins\Composure\ACompositingElement) * GetElementParent() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Composure") [UTexture](API\Runtime\Engine\Engine\UTexture) * GetLatestRenderResult() const


description:
Return the rendering opacity of current composure actor.
float The rendering opacity of current composure element.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Composure|Element") float GetOpacity() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintGetter) FIntPoint GetRenderResolution() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Composure") virtual int32 GetRenderPriority() const


code: virtual bool IsActivelyRunning_Implementation() const


description:
Determines whether current composure element is a child of another composure element or not.
bool Whether current composure actor is a child actor or not.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Composure|Element") bool IsSubElement() const


description: Called when an instance of this class is placed (in editor) or spawned.

code: virtual void OnConstruction ( const FTransform & Transform )


description: Called after duplication & serialization and before PostLoad. Used to e.g. make sureUStaticMesh'sUModelgets copied as well. Note: NOT called on components on actor duplication (alt-drag or copy-paste). Use PostEditImport as well to cover that case.

code: virtual void PostDuplicate ( bool bDuplicateForPIE )


description: Called when a property on this object has been modified externally

code: virtual void PostEditChangeProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


description: Called after the C++ constructor and after the properties have been initialized, including those loaded from config. This is called before any serialization or other setup has happened.

code: virtual void PostInitProperties()


description: Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.

code: virtual void PostLoad()


description: Called after applying a transaction to the object. Default implementation simply calls PostEditChange.

code: virtual void PostEditUndo()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Composure") bool ReleaseOwnedTarget ( [UTextureRenderTarget2D](API\Runtime\Engine\Engine\UTextureRenderTarget2D) * OwnedTarget )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Composure") void RegisterPassResult ( [FName](API\Runtime\Core\UObject\FName) ReferenceName, [UTexture](API\Runtime\Engine\Engine\UTexture) * PassResult, bool bSetAsLatestRenderResult )


description:
Remove a pass from inner pass. This function will not deal with public list shown in the editor. Use DeletePass instead.
bool True if deletion operation is successful.

code: bool RemovePass ( [UCompositingElementPass](API\Plugins\Composure\CompositingElements\UCompositingElementPass) * ElementPass )


code: int32 RemovePassesOfType ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UCompositingElementPass](API\Plugins\Composure\CompositingElements\UCompositingElementPass) > PassType )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintNativeEvent, Category="Composure", Meta=(CallInEditor="true")) [UTexture](API\Runtime\Engine\Engine\UTexture) * RenderCompElement ( bool bCameraCutThisFrame )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Composure") [UTexture](API\Runtime\Engine\Engine\UTexture) * RenderCompositingMaterial ( [FCompositingMaterial](API\Plugins\Composure\CompositingElements\FCompositingMaterial) & CompMaterial, float RenderScale, [FName](API\Runtime\Core\UObject\FName) ResultLookupName, [ETargetUsageFlags](API\Plugins\Composure\ETargetUsageFlags) UsageTag )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Composure") [UTextureRenderTarget2D](API\Runtime\Engine\Engine\UTextureRenderTarget2D) * RenderCompositingMaterialToTarget ( [FCompositingMaterial](API\Plugins\Composure\CompositingElements\FCompositingMaterial) & CompMaterial, [UTextureRenderTarget2D](API\Runtime\Engine\Engine\UTextureRenderTarget2D) * RenderTarget, [FName](API\Runtime\Core\UObject\FName) ResultLookupName )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Composure") [UTextureRenderTarget2D](API\Runtime\Engine\Engine\UTextureRenderTarget2D) * RequestNamedRenderTarget ( const [FName](API\Runtime\Core\UObject\FName) ReferenceName, const float RenderPercentage, [ETargetUsageFlags](API\Plugins\Composure\ETargetUsageFlags) UsageTag )


description: Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables.

code: virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


description: Rerun construction scripts, destroying all autogenerated components; will attempt to preserve the root component location.

code: virtual void RerunConstructionScripts()


code: virtual void SetAutoRun ( bool bNewAutoRunVal )


description: When set to false, all children composure actor and current actor's auto-rendering behavior will be disabled. This option is available in the detail panel of the composure element actor as well.

code: virtual void SetAutoRunChildrenAndSelf ( bool bAutoRunChildAndSelf )


description: EDITOR ONLY - Specifies an intermediate image to display when picking (if left unset, we default to the final output image)

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Composure|Editor") void SetEditorColorPickerDisplayImage ( [UTexture](API\Runtime\Engine\Engine\UTexture) * PickerDisplayImage )


description: NOTE: as we cannot make BlueprintCallable functions EditorOnly, we've previously flagged these as "DevelopmentOnly", and made them non-functional outside of the editor However, that restriction has now been removed, since the functions do nothing outside the Editor, so it is ok for them to be included in packaged games.EDITOR ONLY - Specifies which intermediate target to pick colors from (if left unset, we default to the display image)

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Composure|Editor") void SetEditorColorPickingTarget ( [UTextureRenderTarget2D](API\Runtime\Engine\Engine\UTextureRenderTarget2D) * PickingTarget )


description: Rename composure actor's name

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Composure|Element") void SetElementName ( const [FName](API\Runtime\Core\UObject\FName) NewName )


description: Set the rendering opacity of current composure actor.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Composure|Element") void SetOpacity ( const float NewOpacity )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintSetter) void SetRenderResolution ( FIntPoint NewResolution )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Composure|Input") void SetTargetCamera ( [ACameraActor](API\Runtime\Engine\Camera\ACameraActor) * NewCameraActor )


code: virtual bool UseImplicitGammaForPreview() const


code: ACompositingElement ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: ACompositingElement

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, Meta=(DisplayName="Empty Comp Shot", ShortTooltip="A simple base actor used to composite multiple render layers together.")) class ACompositingElement : public [AComposurePipelineBaseActor](API\Plugins\Composure\AComposurePipelineBaseActor), public [ICompImageColorPickerInterface](API\Plugins\Composure\EditorSupport\ICompImageColorPickerInterface)

bUseSharedTargetPool

type: bool

CameraSource

type: ESceneCameraLin...

CompositingTarget

type: TObjectPtr<UCo...

DefaultInputType

type: TSubclassOf<UC...

FreezeFrameController

type: FCompFreezeFram...

Inputs

type: TArray<TObject...

description: Pipeline Passes

OnConstructed

type: FOnCompElementC...

OnFinalPassRendered

type: FOnFinalPassRen...

type: FDynamicOnFinal...

description: Called when the final output of this element is rendered

OnTransformPassRendered

type: FOnTransformPas...

type: FDynamicOnTrans...

description: Called when a transform pass on this element is rendered

PreviewTransformSource

type: EInheritedSourc...

RenderFormat

type: TEnumAsByte< ET...

RenderResolution

type: FIntPoint

TargetCameraActor

type: TLazyObjectPtr<...


code: bool AreChildrenAndSelfAutoRun() const


description: Entry point for a composure Blueprint to do its render enqueuing from.

code: void EnqueueRendering ( bool bCameraCutThisFrame )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintSetter, Category="Composure|Element") virtual int32 GetRenderPriority() const


code: bool IsAutoRunSuspended() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintGetter) virtual void SetAutoRun ( bool bNewAutoRunVal )


code: AComposurePipelineBaseActor ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: EExrCompressionOptions

description: UEXRFileCompositingOutput

code: enum EExrCompressionOptions { Compressed = 0, Uncompressed = 1, }


className: EParamType

description: FNamedCompMaterialParam

code: enum EParamType { UnknownParamType, ScalarParam, VectorParam, TextureParam, MediaTextureParam, }


code: bool ApplyParamOverrides ( const [ICompositingTextureLookupTable](API\Plugins\Composure\CompositingElements\ICompositingTextureLookupTable) * TextureLookupTable )


code: bool GetScalarOverride ( const [FName](API\Runtime\Core\UObject\FName) ParamName, float & OutParamVal )


description: Get the overrideUTexturevalue for the named input material parameter

code: bool GetTextureOverride ( const [FName](API\Runtime\Core\UObject\FName) ParamName, [UTexture](API\Runtime\Engine\Engine\UTexture) *& OutParamVal )


className: AComposurePipelineBaseActor

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, Blueprintable, Config=Engine, Meta=(ShortTooltip="Actor designed to implement compositing pipeline in a blueprint.")) class AComposurePipelineBaseActor : public [AActor](API\Runtime\Engine\GameFramework\AActor)

bAutoRun

description: When set, we'll callEnqueueRendering()each frame automatically.

bAutoRunChildElementsAndSelf

description: When set to false, all composure elements including itself's rendering will not automatically be called in the pipeline.

bRunInEditor

description: With bAutoRun, this will runEnqueueRendering()in editor - enqueuing render calls along with Editor scene rendering.


code: bool GetVectorOverride ( const [FName](API\Runtime\Core\UObject\FName) ParamName, [FLinearColor](API\Runtime\Core\Math\FLinearColor) & OutParamVal )


code: void RenderToRenderTarget ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContext, [UTextureRenderTarget2D](API\Runtime\Engine\Engine\UTextureRenderTarget2D) * Target )


code: void ResetScalarOverride ( const [FName](API\Runtime\Core\UObject\FName) ParamName )


description: Remove the override for the named input material parameter and reset its value to the default

code: void ResetTextureOverride ( const [FName](API\Runtime\Core\UObject\FName) ParamName )


code: void ResetVectorOverride ( const [FName](API\Runtime\Core\UObject\FName) ParamName )


code: bool SetMaterialParam ( const [FName](API\Runtime\Core\UObject\FName) ParamName, float ScalarValue )


code: bool SetMaterialParam ( const [FName](API\Runtime\Core\UObject\FName) ParamName, [FLinearColor](API\Runtime\Core\Math\FLinearColor) VectorValue )


code: bool SetMaterialParam ( const [FName](API\Runtime\Core\UObject\FName) ParamName, [UTexture](API\Runtime\Engine\Engine\UTexture) * TextureValue )


description: Set the overrideUTexturevalue for the named input material parameter

code: void SetTextureOverride ( const [FName](API\Runtime\Core\UObject\FName) ParamName, [UTexture](API\Runtime\Engine\Engine\UTexture) * ParamVal )


code: void SetVectorOverride ( const [FName](API\Runtime\Core\UObject\FName) ParamName, const [FLinearColor](API\Runtime\Core\Math\FLinearColor) ParamVal )


className: FCompositingMaterial

EditorHiddenParams

type: TArray<FName>

Material

type: TObjectPtr<UMa...

ParamPassMappings

type: TMap<FName,FN...

description: Maps material texture param names to prior passes/elements.


className: FCompositingParamPayload

description: FCompositingParamPayload

ScalarParamOverrides

type: TMap<FName, fl...

description: Map of scalar material parameter names to their corresponding override values

TextureParamOverrides

type: TMap<FName,TO...

description: Map of texture material parameter names to their corresponding override values

VectorParamOverrides

type: TMap<FName,FL...

description: Map of vector material parameter names to their corresponding override values


description: DO NOT USE DIRECTLY STL-like iterators to enable range-based for loop support.


code: void SetScalarOverride ( const [FName](API\Runtime\Core\UObject\FName) ParamName, const float ParamVal )


code: void Empty ( const int32 KeepTags )


code: void ClearTaggedEntries ( const int32 UsageTags, const bool bRemove )


code: virtual bool FindNamedPassResult ( [FName](API\Runtime\Core\UObject\FName) LookupName, [UTexture](API\Runtime\Engine\Engine\UTexture) *& OutTexture ) const


code: bool FindNamedPassResult ( [FName](API\Runtime\Core\UObject\FName) LookupName, bool bSearchLinkedTables, [UTexture](API\Runtime\Engine\Engine\UTexture) *& OutTexture ) const


code: int32 FindUsageTags ( [FName](API\Runtime\Core\UObject\FName) LookupName )


className: FInternalLookupTable

code: typedef [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), FTaggedTexture > FInternalLookupTable


code: void LinkNestedSearchTable ( [FName](API\Runtime\Core\UObject\FName) KeyName, [ICompositingTextureLookupTable](API\Plugins\Composure\CompositingElements\ICompositingTextureLookupTable) * NestedLookupTable )


code: void RegisterPassResult ( [FName](API\Runtime\Core\UObject\FName) KeyName, [UTexture](API\Runtime\Engine\Engine\UTexture) * Result, const int32 UsageTags )


code: void Remove ( [UTexture](API\Runtime\Engine\Engine\UTexture) * Texture )


code: void SetMostRecentResult ( [UTexture](API\Runtime\Engine\Engine\UTexture) * Result )


className: FCompositingTextureLookupTable

description: FCompositingTextureLookupTable

code: class FCompositingTextureLookupTable : public [ICompositingTextureLookupTable](API\Plugins\Composure\CompositingElements\ICompositingTextureLookupTable)


code: bool ReleaseRenderTarget ( [UTextureRenderTarget2D](API\Runtime\Engine\Engine\UTextureRenderTarget2D) * UsedTarget )


code: [UTextureRenderTarget2D](API\Runtime\Engine\Engine\UTextureRenderTarget2D) * RequestRenderTarget ( float RenderScale )


code: [UTextureRenderTarget2D](API\Runtime\Engine\Engine\UTextureRenderTarget2D) * RequestRenderTarget ( FIntPoint Dimensions, ETextureRenderTargetFormat Format )


code: FInheritedTargetPool ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Owner, FIntPoint NativeTargetResolution, ETextureRenderTargetFormat NativeTargetFormat, const [FSharedTargetPoolPtr](API\Plugins\Composure\CompositingElements\FSharedTargetPoolPtr) & InheritedPool, int32 UsageTags )


code: FInheritedTargetPool ( [FInheritedTargetPool](API\Plugins\Composure\CompositingElements\FInheritedTargetPool) & Other, FIntPoint NewTargetResolution, ETextureRenderTargetFormat NewTargetFormat )


className: FInheritedTargetPool

code: struct FInheritedTargetPool


className: FNamedCompMaterialParam::operator FName

code: operator FName()


code: bool operator== ( const [FNamedCompMaterialParam](API\Plugins\Composure\CompositingElements\FNamedCompMaterialParam) & Rhs ) const


code: FNamedCompMaterialParam ( const TCHAR * InParamName )


code: FNamedCompMaterialParam ( const [FName](API\Runtime\Core\UObject\FName) InParamName )


className: FNamedCompMaterialParam

ParamName

type: FName

ParamType

type: EParamType


code: FScopedTargetPoolTagAddendum ( int32 NewTags, [FInheritedTargetPool](API\Plugins\Composure\CompositingElements\FInheritedTargetPool) & TargetPool )


code: ~FScopedTargetPoolTagAddendum()


className: FScopedTargetPoolTagAddendum

description: FScopedTargetPoolTagAddendum

code: struct FScopedTargetPoolTagAddendum


className: FWeakTargetPoolPtr

code: typedef [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< FCompElementRenderTargetPool > FWeakTargetPoolPtr


className: FSharedTargetPoolPtr

description: FInheritedTargetPool

code: typedef [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< FCompElementRenderTargetPool > FSharedTargetPoolPtr


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintNativeEvent, Category="Composure|Input", Meta=(CallInEditor="true")) [UTexture](API\Runtime\Engine\Engine\UTexture) * GenerateInput ( class [UCompositingInputInterfaceProxy](API\Plugins\Composure\CompositingElements\UCompositingInputInterfaceProxy) * Proxy )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintNativeEvent, Category="Composure", Meta=(CallInEditor="true")) void OnFrameBegin ( class [UCompositingInputInterfaceProxy](API\Plugins\Composure\CompositingElements\UCompositingInputInterfaceProxy) * Proxy, bool bCameraCutThisFrame )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintNativeEvent, Category="Composure", Meta=(CallInEditor="true")) void OnFrameEnd ( class [UCompositingInputInterfaceProxy](API\Plugins\Composure\CompositingElements\UCompositingInputInterfaceProxy) * Proxy )


className: ICompositingInputInterface

code: class ICompositingInputInterface


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Composure") bool FindNamedPassResult ( [FName](API\Runtime\Core\UObject\FName) LookupName, [UTexture](API\Runtime\Engine\Engine\UTexture) *& OutTexture ) const


className: ICompositingTextureLookupTable

code: class ICompositingTextureLookupTable


code: virtual [UTexture](API\Runtime\Engine\Engine\UTexture) * ApplyTransform_Implementation ( [UTexture](API\Runtime\Engine\Engine\UTexture) * Input, [UComposurePostProcessingPassProxy](API\Plugins\Composure\UComposurePostProcessingPassProx-) * PostProcessProxy, [ACameraActor](API\Runtime\Engine\Camera\ACameraActor) * TargetCamera )


code: [UTexture](API\Runtime\Engine\Engine\UTexture) * ApplyColorTransform ( [UTexture](API\Runtime\Engine\Engine\UTexture) * RenderResult, [UComposurePostProcessingPassProxy](API\Plugins\Composure\UComposurePostProcessingPassProx-) * PostProcessProxy, [FInheritedTargetPool](API\Plugins\Composure\CompositingElements\FInheritedTargetPool) & TargetPool )


code: [UTexture](API\Runtime\Engine\Engine\UTexture) * ApplyColorTransform ( [UTexture](API\Runtime\Engine\Engine\UTexture) * RenderResult, [UComposurePostProcessingPassProxy](API\Plugins\Composure\UComposurePostProcessingPassProx-) * PostProcessProxy )


code: [UTexture](API\Runtime\Engine\Engine\UTexture) * ApplyColorTransform ( [UTexture](API\Runtime\Engine\Engine\UTexture) * RenderResult, [UComposurePostProcessingPassProxy](API\Plugins\Composure\UComposurePostProcessingPassProx-) * PostProcessProxy, FIntPoint TargetResolution, ETextureRenderTargetFormat TargetFormat )


code: virtual [UTexture](API\Runtime\Engine\Engine\UTexture) * GetEditorPreviewImage()


code: virtual void OnFrameBegin_Implementation ( bool bCameraCutThisFrame )


description: Called after the C++ constructor and after the properties have been initialized, including those loaded from config. This is called before any serialization or other setup has happened.

code: virtual void PostInitProperties()


code: virtual void Reset_Implementation()


code: virtual bool UseImplicitGammaForPreview() const


className: UColorConverterOutputPass

ColorConverter

type: TObjectPtr<UCo...

DefaultConverterClass

type: TSubclassOf<UC...

PreviewResult

type: TObjectPtr<UTe...


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintNativeEvent, Category="Composure|Compositing Pass", Meta=(CallInEditor)) [UTexture](API\Runtime\Engine\Engine\UTexture) * GenerateInput()


code: [UTexture](API\Runtime\Engine\Engine\UTexture) * GenerateInput ( const [FInheritedTargetPool](API\Plugins\Composure\CompositingElements\FInheritedTargetPool) & InheritedPool )


className: UCompositingElementInput

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, Blueprintable, Abstract) class UCompositingElementInput : public [UCompositingElementPass](API\Plugins\Composure\CompositingElements\UCompositingElementPass)

bIntermediate

type: bool

description: Marks this pass for 'internal use only' - prevents it from being exposed to parent elements.


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintImplementableEvent) void ApplyMaterialParams ( [UMaterialInstanceDynamic](API\Runtime\Engine\Materials\UMaterialInstanceDynamic) * MID )


description: Set the material interface used by current material pass.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Compositing Pass") void SetMaterialInterface ( [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * NewMaterial )


description:
Set the parameter mappings between texture parameters and composure layers. Users can not create new entries into the map as the keys are read only. Invalid Texture parameter names will result in a failed setting operation.
bool True if set operation is successful.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Compositing Pass") bool SetParameterMapping ( [FName](API\Runtime\Core\UObject\FName) TextureParamName, [FName](API\Runtime\Core\UObject\FName) ComposureLayerName )


className: UCompositingElementMaterialPass

description: UCompositingElementMaterialPass

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, Blueprintable, EditInlineNew) class UCompositingElementMaterialPass : public [UCompositingPostProcessPass](API\Plugins\Composure\CompositingElements\UCompositingPostProcessPass)

Material

type: FCompositingMat...


code: void RelayOutput ( [UTexture](API\Runtime\Engine\Engine\UTexture) * FinalResult, [UComposurePostProcessingPassProxy](API\Plugins\Composure\UComposurePostProcessingPassProx-) * PostProcessProxy, const [FInheritedTargetPool](API\Plugins\Composure\CompositingElements\FInheritedTargetPool) & InheritedPool )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintNativeEvent, Category="Composure|Compositing Pass", Meta=(CallInEditor)) void RelayOutput ( [UTexture](API\Runtime\Engine\Engine\UTexture) * FinalResult, [UComposurePostProcessingPassProxy](API\Plugins\Composure\UComposurePostProcessingPassProx-) * PostProcessProxy )


className: UCompositingElementOutput

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, Blueprintable, Abstract) class UCompositingElementOutput : public [UCompositingElementPass](API\Plugins\Composure\CompositingElements\UCompositingElementPass)


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintGetter) bool IsPassEnabled() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintNativeEvent, Category="Composure|Compositing Pass", Meta=(CallInEditor="true")) void OnDisabled()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintNativeEvent, Category="Composure|Compositing Pass", Meta=(CallInEditor="true")) void OnEnabled()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintNativeEvent, Category="Composure|Compositing Pass", Meta=(CallInEditor="true")) void OnFrameBegin ( bool bCameraCutThisFrame )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintNativeEvent, Category="Composure|Compositing Pass", Meta=(CallInEditor="true")) void OnFrameEnd()


description: Called when a property on this object has been modified externally

code: virtual void PostEditChangeProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Composure|CompositingPass") bool ReleaseRenderTarget ( [UTextureRenderTarget2D](API\Runtime\Engine\Engine\UTextureRenderTarget2D) * AssignedTarget )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Composure|Compositing Pass") [UTextureRenderTarget2D](API\Runtime\Engine\Engine\UTextureRenderTarget2D) * RequestNativelyFormattedTarget ( float RenderScale )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Composure|Compositing Pass") [UTextureRenderTarget2D](API\Runtime\Engine\Engine\UTextureRenderTarget2D) * RequestRenderTarget ( FIntPoint Dimensions, ETextureRenderTargetFormat Format )


code: [UTextureRenderTarget2D](API\Runtime\Engine\Engine\UTextureRenderTarget2D) * RequestRenderTarget ( FIntPoint Dimensions, EPixelFormat Format )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintNativeEvent, Category="Composure|Compositing Pass", Meta=(CallInEditor="true")) void Reset()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintSetter) void SetPassEnabled ( bool bSetEnabledTo )


code: void SetRenderTargetPool ( const [FInheritedTargetPool](API\Plugins\Composure\CompositingElements\FInheritedTargetPool) & TargetPool )


className: UCompositingElementPass

description: UCompositingElementPass

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(EditInlineNew, Abstract) class UCompositingElementPass : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

ConstructionMethod

type: ECompPassConstr...

SharedTargetPool

type: FInheritedTarge...


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintNativeEvent, Category="Composure|Compositing Pass", Meta=(CallInEditor)) [UTexture](API\Runtime\Engine\Engine\UTexture) * ApplyTransform ( [UTexture](API\Runtime\Engine\Engine\UTexture) * Input, [UComposurePostProcessingPassProxy](API\Plugins\Composure\UComposurePostProcessingPassProx-) * PostProcessProxy, [ACameraActor](API\Runtime\Engine\Camera\ACameraActor) * TargetCamera )


code: [UTexture](API\Runtime\Engine\Engine\UTexture) * ApplyTransform ( [UTexture](API\Runtime\Engine\Engine\UTexture) * Input, [ICompositingTextureLookupTable](API\Plugins\Composure\CompositingElements\ICompositingTextureLookupTable) * PrePassLookupTable, [UComposurePostProcessingPassProxy](API\Plugins\Composure\UComposurePostProcessingPassProx-) * PostProcessProxy, [ACameraActor](API\Runtime\Engine\Camera\ACameraActor) * TargetCamera, const [FInheritedTargetPool](API\Plugins\Composure\CompositingElements\FInheritedTargetPool) & InheritedPool )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Composure|Compositing Pass", Meta=(BlueprintProtected="true")) [UTexture](API\Runtime\Engine\Engine\UTexture) * FindNamedPrePassResult ( [FName](API\Runtime\Core\UObject\FName) PassLookupName )


className: UCompositingElementTransform

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, Blueprintable, Abstract) class UCompositingElementTransform : public [UCompositingElementPass](API\Plugins\Composure\CompositingElements\UCompositingElementPass)

PrePassLookupTable

type: ICompositingTex...


code: UCompositingInputInterface ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UCompositingInputInterface

description: UCompositingInputInterfaceProxy

code: class UCompositingInputInterface : public [UInterface](API\Runtime\CoreUObject\UObject\UInterface)


code: virtual [UTexture](API\Runtime\Engine\Engine\UTexture) * GenerateInput_Implementation()


code: virtual void OnFrameBegin_Implementation ( bool bCameraCutThisFrame )


className: UCompositingInputInterfaceProxy

CompositingInput

type: TScriptInterfac...


code: virtual void RelayOutput_Implementation ( [UTexture](API\Runtime\Engine\Engine\UTexture) * FinalResult, [UComposurePostProcessingPassProxy](API\Plugins\Composure\UComposurePostProcessingPassProx-) * PostProcessProxy )


code: virtual void OnEnabled_Implementation()


code: virtual void PostEditChangeProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


code: virtual void Reset_Implementation()


code: bool StartCapture ( [UTextureRenderTarget2D](API\Runtime\Engine\Engine\UTextureRenderTarget2D) * RenderTarget )


code: UCompositingMediaCaptureOutput()


className: UCompositingMediaCaptureOutput

CaptureOutput

type: TObjectPtr<UMe...


description: UCompositingElementTransform* ColorConverter;

code: virtual void PostInitProperties()


className: UCompositingMediaInput


className: UCompositingOpenColorIOPass

description: UCompositingOpenColorIOPass

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, Blueprintable, Meta=(DisplayName="OpenColorIO Pass")) class UCompositingOpenColorIOPass : public [UCompositingElementTransform](API\Plugins\Composure\CompositingElements\UCompositingElementTransform)

ColorConversionSettings

type: FOpenColorIOCol...

description: Color grading settings.


code: virtual [UTexture](API\Runtime\Engine\Engine\UTexture) * ApplyTransform_Implementation ( [UTexture](API\Runtime\Engine\Engine\UTexture) * Input, [UComposurePostProcessingPassProxy](API\Plugins\Composure\UComposurePostProcessingPassProx-) * PostProcessProxy, [ACameraActor](API\Runtime\Engine\Camera\ACameraActor) * TargetCamera )


code: void RenderPostPassesToSwapChain ( [UTexture](API\Runtime\Engine\Engine\UTexture) * Input, [UComposurePostProcessingPassProxy](API\Plugins\Composure\UComposurePostProcessingPassProx-) * PostProcessProxy, FCompositingTargetSwapChain & TargetSwapChain )


className: UCompositingPostProcessPass

PostProcessPasses

type: TArray<TObject...

RenderScale

type: float


code: UCompositingTextureLookupTable ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UCompositingTextureLookupTable

code: class UCompositingTextureLookupTable : public [UInterface](API\Runtime\CoreUObject\UObject\UInterface)


className: UCompositingTonemapPass

ChromaticAberration

description: In percent, Scene chromatic aberration / color fringe (camera imperfection) to simulate an artifact that happens in real-world lens, mostly visible in the image corners.

ColorGradingSettings

type: FColorGradingSe...

description: Color grading settings.

FilmStockSettings

type: FFilmStockSetti...

description: Film stock settings.


className: UEXRFileCompositingOutput

Compression

type: EExrCompression...

FilenameFormat

type: FString

description: The format to use for the resulting filename.

OutputDirectiory

type: FDirectoryPath

OutputFrameRate

type: FFrameRate


code: UMediaTextureCompositingInput()


className: UMediaTextureCompositingInput


className: UMultiPassChromaKeyer

KeyColors

type: TArray<FLinear...


className: UMultiPassDespill


description:
Directly modifies variables in the owning camera
bool True if should STOP looping the chain, false otherwise

code: virtual bool ModifyCamera ( float DeltaTime, [FMinimalViewInfo](API\Runtime\Engine\Camera\FMinimalViewInfo) & InOutPOV )


code: void SetOwner ( [UPlayerViewportCompositingOutput](API\Plugins\Composure\CompositingElements\UPlayerViewportCompositingOutput) * Owner )


className: UPlayerCompOutputCameraModifier

description: UPlayerCompOutputCameraModifier


description:
Called by the editor to query whether a property of this object is allowed to be modified. The property editor uses this to disable controls for properties that should not be changed. When overriding this function you should always call the parent implementation first.
true if the property can be modified in the editor, otherwise false

code: virtual bool CanEditChange ( const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * InProperty ) const


code: virtual void OnFrameBegin_Implementation ( bool bCameraCutThisFrame )


code: virtual void OverrideBlendableSettings ( [FSceneView](API\Runtime\Engine\FSceneView) & View, float Weight ) const


code: bool OverridePlayerCamera ( int32 PlayerIndex )


code: bool UseBuiltInColorConversion() const


code: virtual void RelayOutput_Implementation ( [UTexture](API\Runtime\Engine\Engine\UTexture) * RenderResult, [UComposurePostProcessingPassProxy](API\Plugins\Composure\UComposurePostProcessingPassProx-) * PostProcessProxy )


code: ~UPlayerViewportCompositingOutput()


code: UPlayerViewportCompositingOutput()


className: UPlayerViewportCompositingOutput

description: UPlayerViewportCompositingOutput

ApplyToneCurve

type: bool

description: Enable or disable the tone curve (and expand gamut) when the tonemap pass settings are passed down to the main viewport post-processing.


code: virtual void RelayOutput_Implementation ( [UTexture](API\Runtime\Engine\Engine\UTexture) * FinalResult, [UComposurePostProcessingPassProxy](API\Plugins\Composure\UComposurePostProcessingPassProx-) * PostProcessProxy )


className: URenderTargetCompositingOutput

RenderTarget

type: TObjectPtr<UTe...


className: ECompPassConstructionType

code: enum ECompPassConstructionType { Unknown, EditorConstructed, BlueprintConstructed, CodeConstructed, }


code: bool ClearFreezeFlags ( const FFreezeFrameControlHandle & LockKey )


code: bool ClearFreezeFlags ( [ETargetUsageFlags](API\Plugins\Composure\ETargetUsageFlags) InFreezeFlags, const FFreezeFrameControlHandle & LockKey )


code: bool HasAllFlags ( [ETargetUsageFlags](API\Plugins\Composure\ETargetUsageFlags) InFreezeFlags )


code: bool HasAnyFlags ( [ETargetUsageFlags](API\Plugins\Composure\ETargetUsageFlags) InFreezeFlags )


code: FFreezeFrameControlHandle Lock()


code: operator ETargetUsageFlags() const


code: bool SetFreezeFlags ( [ETargetUsageFlags](API\Plugins\Composure\ETargetUsageFlags) InFreezeFlags, bool bClearOthers, const FFreezeFrameControlHandle & LockKey )


code: bool Unlock ( const FFreezeFrameControlHandle & InLockKey )


code: FCompFreezeFrameController ( int32 & FreezeFlagsRef )


description: DO NOT USE - ForUObjectconstruction only

code: FCompFreezeFrameController ( EForceInit Default )


className: FCompFreezeFrameController

code: struct FCompFreezeFrameController


code: bool UseImplicitGammaForPreview() const


className: ICompEditorImagePreviewInterface

code: class ICompEditorImagePreviewInterface


className: ICompImageColorPickerInterface

code: class ICompImageColorPickerInterface : public [ICompEditorImagePreviewInterface](API\Plugins\Composure\EditorSupport\ICompEditorImagePreviewInterface)


code: bool DeferCompositingDraw ( [ACompositingElement](API\Plugins\Composure\ACompositingElement) * CompElement )


code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > ConstructCompositingPreviewPane ( [TWeakUIntrfacePtr](API\Plugins\Composure\EditorSupport\TWeakUIntrfacePtr)< [ICompEditorImagePreviewInterface](API\Plugins\Composure\EditorSupport\ICompEditorImagePreviewInterface) > PreviewTarget )


className: FGetPreviewTexture

code: typedef TBaseDelegate_NoParams< [UTexture](API\Runtime\Engine\Engine\UTexture) * > FGetPreviewTexture


className: FPickerResultHandler

code: typedef TBaseDelegate_ThreeParams< void, const FVector2D &, const [FLinearColor](API\Runtime\Core\Math\FLinearColor) &, bool > FPickerResultHandler


code: static [ICompositingEditor](API\Plugins\Composure\EditorSupport\ICompositingEditor) * Get()


code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWindow](API\Runtime\SlateCore\Widgets\SWindow) > RequestCompositingPickerWindow ( [TWeakUIntrfacePtr](API\Plugins\Composure\EditorSupport\TWeakUIntrfacePtr)< [ICompImageColorPickerInterface](API\Plugins\Composure\EditorSupport\ICompImageColorPickerInterface) > PickerTarget, const bool bAverageColorOnDrag, const [FPickerResultHandler](API\Plugins\Composure\EditorSupport\ICompositingEditor\FPickerResultHandler) & OnPick, const FSimpleDelegate & OnCancel, const [FText](API\Runtime\Core\Internationalization\FText) & WindowTitle )


className: ICompositingEditor

code: class ICompositingEditor : public [IModularFeature](API\Runtime\Core\Features\IModularFeature)


code: [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > GetObject() const


code: TWeakUIntrfacePtr ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObject )


code: template<class U> TWeakUIntrfacePtr ( const [TWeakUIntrfacePtr](API\Plugins\Composure\EditorSupport\TWeakUIntrfacePtr)< U > & Rhs )


className: TWeakUIntrfacePtr

code: template<class T> class TWeakUIntrfacePtr


code: UCompEditorImagePreviewInterface ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UCompEditorImagePreviewInterface

code: class UCompEditorImagePreviewInterface : public [UInterface](API\Runtime\CoreUObject\UObject\UInterface)


code: UCompImageColorPickerInterface ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UCompImageColorPickerInterface

code: class UCompImageColorPickerInterface : public [UCompEditorImagePreviewInterface](API\Plugins\Composure\EditorSupport\UCompEditorImagePreviewInterface)


className: EInheritedSourceType

code: enum EInheritedSourceType { Inherited, Override, }


className: ESceneCameraLinkType

code: enum ESceneCameraLinkType { Inherited, Override, Unused, }


className: ETargetUsageFlags

code: enum ETargetUsageFlags { USAGE_None = 0x00, USAGE_Input = 1<<0, USAGE_Transform = 1<<1, USAGE_Output = 1<<2, USAGE_Persistent = 1<<5, USAGE_Intermediate0 = 1<<3, USAGE_Intermediate1 = 1<<4, }


description: Returns UV transformation matrix and its inversed to crop.

code: void GetCroppingUVTransformationMatrix ( float AspectRatio, FMatrix * OutCropingUVTransformationMatrix, FMatrix * OutUncropingUVTransformationMatrix ) const


description: Returns a non-centered projection matrix.

code: FMatrix GetProjectionMatrix ( float HorizontalFOVAngle, float AspectRatio ) const


className: FComposurePostMoveSettings

Pivot

description: The normalized pivot point for applying rotation and scale to the image.

RotationAngle

description: The anti clockwise rotation to apply to the image in degrees.

Scale

description: The scale to apply to the image.

Translation

description: The translation to apply to the image.


code: static void ApplyTonemapperSettings ( const [FColorGradingSettings](API\Runtime\Engine\Engine\FColorGradingSettings) & ColorGradingSettings, const [FFilmStockSettings](API\Runtime\Engine\Engine\FFilmStockSettings) & FilmStockSettings, const float ChromaticAberration, [FPostProcessSettings](API\Runtime\Engine\Engine\FPostProcessSettings) & OutSettings )


className: FComposureTonemapperUtils

code: class FComposureTonemapperUtils


description: Returns the red and green channel fringe factors from percentage of chromatic aberration.

code: static FVector2D GetRedGreenUVFactorsFromChromaticAberration ( float ChromaticAberrationAmount )


description: Disables the showflags to a scene capture post processing only.

code: static void SetEngineShowFlagsForPostprocessingOnly ( struct [FEngineShowFlags](API\Runtime\Engine\FEngineShowFlags) & InOutEngineShowflags )


className: FComposureUtils

code: struct FComposureUtils


description: Converts displacement encoding parameters to decoding parameters. Can also be used to convert displacement decoding parameters to encoding parameters.

code: static FVector2D InvertEncodingParameters ( FVector2D EncodingParameters )


description: Sets parameters of a material that uses MF_UVMap_SampleLocation material function.

code: void SetMaterialParameters ( class [UMaterialInstanceDynamic](API\Runtime\Engine\Materials\UMaterialInstanceDynamic) * MID ) const


className: FComposureUVMapSettings

bUseDisplacementBlueAndAlphaChannels

type: uint32:  1

description: Whether to use blue and alpha channel instead of red and green channel in computation of DeltaUV.

DisplacementDecodeParameters

description: Decoding parameters for DisplacementTexture. DeltaUV = ((RedChannel, GreenChannel) - Y) * X.

DisplacementTexture

type: TObjectPtr< cla...

description: Displacement texture to use.

PostUVDisplacementMatrix

type: FMatrix

description: UV Matrix to apply after displacing UV using DisplacementTexture.

PreUVDisplacementMatrix

description: UV Matrix to apply before sampling DisplacementTexture.


className: FDynamicOnFinalPassRendered

code: class FDynamicOnFinalPassRendered


className: FDynamicOnTransformPassRendered

code: class FDynamicOnTransformPassRendered


description:
Checks to see if this module is loaded and ready. It is only valid to callGet()ifIsAvailable()returns true.
True if the module is loaded and ready to use

code: static bool IsAvailable()


description:
Singleton-like access to this module's interface. This is just for convenience! Beware of calling this during the shutdown phase, though. Your module might have been unloaded already.
Returns singleton instance, loading the module on demand if needed

code: static [IComposure](API\Plugins\Composure\IComposure) & Get()


className: FMovieSceneComposureExportPass

description: Export configuration options for a single internal pass on anACompositingElement, or its output pass (where TransformPassName is None)

bRenamePass

description: Whether to rename this pass when rendering out

ExportedAs

type: FName

description: The name to use for this pass when rendering out

TransformPassName

description: The name of the transform pass in the comp to export. None signifies the element's output.


description: Initialize this object for export by setting up any of the necessary scene view extensions with the specified initializer.

code: void InitializeForExport ( UMovieSceneComposureExportInitializer * ExportInitializer )


className: IMovieSceneComposureExportClient

description: Interface that can be implemented for any custom composure element to initialize it for export.

code: class IMovieSceneComposureExportClient


code: UMovieSceneComposureExportSection ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UMovieSceneComposureExportSection

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(MinimalAPI) class UMovieSceneComposureExportSection : public [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection)


className: UMovieSceneComposureExportClient

code: class UMovieSceneComposureExportClient : public [UInterface](API\Runtime\CoreUObject\UObject\UInterface)


className: IComposure

description: The public interface to this module

code: class IComposure : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


className: IComposurePlayerCompositingInterface


description: Add a section to this track.

code: virtual void AddSection ( [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) & Section )


description:
Create a movie scene eval template for the specified section
A template, or null

code: virtual [FMovieSceneEvalTemplatePtr](API\Runtime\MovieScene\Evaluation\FMovieSceneEvalTemplatePtr) CreateTemplateForSection ( const [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) & InSection ) const


description:
Generates a new section suitable for use with this track.
a new section suitable for use with this track.

code: virtual [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) * CreateNewSection()


description:
Called when all the sections of the track need to be retrieved.
List of all the sections in the track.

code: virtual const [TArray](API\Runtime\Core\Containers\TArray)< [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) * > & GetAllSections() const


description:
Get the track's display name.
Display name text.

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetDisplayName() const


description:
Checks to see if the section is in this track.
True if the section is in this track.

code: virtual bool HasSection ( const [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) & Section ) const


description: Whether or not this track has any data in it.

code: virtual bool IsEmpty() const


description: Removes a section from this track.

code: virtual void RemoveSection ( [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) & Section )


description: Removes a section from this track at a particular index

code: virtual void RemoveSectionAt ( int32 SectionIndex )


description: Whether or not this track supports multiple row indices.

code: virtual bool SupportsMultipleRows() const


description:
Does this track support this section class type?
Whether this track supports this section class type

code: virtual bool SupportsType ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) > SectionClass ) const


code: UMovieSceneComposureExportTrack ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: UMovieSceneComposurePostMoveSettingsSection ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UMovieSceneComposureExportTrack

description: Movie scene track that exports a single pass (either the element's output, or an internal transform pass) during burnouts

Pass

type: FMovieSceneComp...

description: Configuration options for the pass to export


description: A movie scene section for animatingFComposurePostMoveSettingsproperties.

Pivot

type: FMovieSceneFloa...

description: The curves for animating the pivot property.

RotationAngle

description: The curve for animating the rotation angle property.

Scale

description: The curve for animating the scale property.

Translation

description: The curves for animating the translation property.


code: UMovieSceneComposurePostMoveSettingsTrack ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: A track for animatingFComposurePostMoveSettingsproperties.


className: operator&

code: constexpr [ETargetUsageFlags](API\Plugins\Composure\ETargetUsageFlags) operator& ( [ETargetUsageFlags](API\Plugins\Composure\ETargetUsageFlags) Lhs, [ETargetUsageFlags](API\Plugins\Composure\ETargetUsageFlags) Rhs )


className: operator&=

code: [ETargetUsageFlags](API\Plugins\Composure\ETargetUsageFlags) & operator&= ( [ETargetUsageFlags](API\Plugins\Composure\ETargetUsageFlags) & Lhs, [ETargetUsageFlags](API\Plugins\Composure\ETargetUsageFlags) Rhs )


className: operator~

code: constexpr [ETargetUsageFlags](API\Plugins\Composure\ETargetUsageFlags) operator~ ( [ETargetUsageFlags](API\Plugins\Composure\ETargetUsageFlags) E )


className: operator^

code: constexpr [ETargetUsageFlags](API\Plugins\Composure\ETargetUsageFlags) operator^ ( [ETargetUsageFlags](API\Plugins\Composure\ETargetUsageFlags) Lhs, [ETargetUsageFlags](API\Plugins\Composure\ETargetUsageFlags) Rhs )


className: operator^=

code: [ETargetUsageFlags](API\Plugins\Composure\ETargetUsageFlags) & operator^= ( [ETargetUsageFlags](API\Plugins\Composure\ETargetUsageFlags) & Lhs, [ETargetUsageFlags](API\Plugins\Composure\ETargetUsageFlags) Rhs )


className: operator!

code: constexpr bool operator! ( [ETargetUsageFlags](API\Plugins\Composure\ETargetUsageFlags) E )


description:
Attach one composure element as the child to another composure element in the scene.
bool Whether the attaching process is successful or not.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Composure|Manager") static bool AttachComposureElement ( const [FName](API\Runtime\Core\UObject\FName) ParentName, const [FName](API\Runtime\Core\UObject\FName) ChildName )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Composure") static void CopyCameraSettingsToSceneCapture ( [UCameraComponent](API\Runtime\Engine\Camera\UCameraComponent) * SrcCamera, [USceneCaptureComponent2D](API\Runtime\Engine\Components\USceneCaptureComponent2D) * DstCaptureComponent, float OriginalFocalLength, float OverscanFactor )


description:
Create a new Composure in the level without any parenting relationship.
CompositingElement The created composure element.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Composure|Manager", Meta=(DeterminesOutputType="ClassType")) static [ACompositingElement](API\Plugins\Composure\ACompositingElement) * CreateComposureElement ( const [FName](API\Runtime\Core\UObject\FName) ElementName, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [ACompositingElement](API\Plugins\Composure\ACompositingElement) > ClassType, [AActor](API\Runtime\Engine\GameFramework\AActor) * LevelContext )


description: Creates a Player Compositing Target which you can modify during gameplay.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Composure", Meta=(WorldContext="WorldContextObject")) static [UComposurePlayerCompositingTarget](API\Plugins\Composure\UComposurePlayerCompositingTarge-) * CreatePlayerCompositingTarget ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject )


description: Delete a specific composure element without evoking prompt window. Will delete all of its children as well.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Composure|Manager") static void DeleteComposureElementAndChildren ( const [FName](API\Runtime\Core\UObject\FName) ElementToDelete )


description:
Get a specific composure element
CompositingElement The composure element found. It can be nullptr if there is no composure element matches the input name.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Composure|Manager") static [ACompositingElement](API\Plugins\Composure\ACompositingElement) * GetComposureElement ( const [FName](API\Runtime\Core\UObject\FName) ElementName )


description: Returns UV transformation matrix and its inversed to crop.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Composure") static void GetCroppingUVTransformationMatrixFromPostMoveSettings ( const [FComposurePostMoveSettings](API\Plugins\Composure\FComposurePostMoveSettings) & PostMoveSettings, float AspectRatio, FMatrix & CropingUVTransformationMatrix, FMatrix & UncropingUVTransformationMatrix )


description: Returns display gamma of a given player camera manager, or 0 if no scene viewport attached.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Composure") static void GetPlayerDisplayGamma ( const [APlayerCameraManager](API\Runtime\Engine\Camera\APlayerCameraManager) * PlayerCameraManager, float & DisplayGamma )


description: Returns a non-centered projection matrix.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Composure") static void GetProjectionMatrixFromPostMoveSettings ( const [FComposurePostMoveSettings](API\Plugins\Composure\FComposurePostMoveSettings) & PostMoveSettings, float HorizontalFOVAngle, float AspectRatio, FMatrix & ProjectionMatrix )


description: Converts displacement encoding parameters to decoding parameters. Can also be used to convert displacement decoding parameters to encoding parameters.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Composure") static void InvertUVDisplacementMapEncodingParameters ( const FVector2D & In, FVector2D & Out )


description: Returns the red and green channel factors from percentage of chromatic aberration.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Composure") static void GetRedGreenUVFactorsFromChromaticAberration ( float ChromaticAberrationAmount, FVector2D & RedGreenUVFactors )


description:
Determines if the specified element is being rendered by the hidden compositing viewport.
True if the game-thread is in the middle of queuing the specified element.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Composure|Manager") static bool IsComposureElementDrawing ( [ACompositingElement](API\Plugins\Composure\ACompositingElement) * CompElement )


description: Re-queries the scene for element actors and rebuilds the authoritative list used by the editor.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Composure|Manager") static void RefreshComposureElementList()


description: Request redrawing the compositing editor viewport if it is valid. If it is invalid, this function will create a new view port client.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Composure|Manager") static void RequestRedrawComposureViewport()


description:
Rename a specific composure element
bool Whether the renaming operation is successful or not.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Composure|Manager") static bool RenameComposureElement ( const [FName](API\Runtime\Core\UObject\FName) OriginalElementName, const [FName](API\Runtime\Core\UObject\FName) NewElementName )


description: Sets parameters of a material that uses Composure's MF_UVMap_SampleLocation material function.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Composure") static void SetUVMapSettingsToMaterialParameters ( const [FComposureUVMapSettings](API\Plugins\Composure\FComposureUVMapSettings) & UVMapSettings, class [UMaterialInstanceDynamic](API\Runtime\Engine\Materials\UMaterialInstanceDynamic) * Material )


code: UComposureBlueprintLibrary ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: If this component is set up to provide a preview window in editor (see GetEditorPreviewInfo), you can use this to customize the preview (to be something other than a world viewport). If this returns an empty pointer, then the preview will default to a viewport using theFMinimalViewInfodata fromGetEditorPreviewInfo().

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > GetCustomEditorPreviewWidget()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Composure|CompositingTarget") [UTexture](API\Runtime\Engine\Engine\UTexture) * GetDisplayTexture() const


code: virtual [UTexture](API\Runtime\Engine\Engine\UTexture) * GetEditorPreviewImage()


description:
Supplies the editor with a view specific to this component (think a view from a camera components POV, a render, etc.). Used for PIP preview windows.
True if the component overrides this, and fills out the view info output.

code: virtual bool GetEditorPreviewInfo ( float DeltaTime, [FMinimalViewInfo](API\Runtime\Engine\Camera\FMinimalViewInfo) & ViewOut )


code: void SetUseImplicitGammaForPreview ( const bool bInUseImplicitGammaOnPreview )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Composure|CompositingTarget") void SetDisplayTexture ( [UTexture](API\Runtime\Engine\Engine\UTexture) * DisplayTexture )


code: virtual bool UseImplicitGammaForPreview() const


code: UComposureCompositingTargetComponent ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UComposureCompositingTargetComponent

description: Component intended to replaceUComposurePlayerCompositingTarget- a object to bind to aAPlayerCameraManagerwith aUTextureRenderTarget2Dto be used as a player's render target. Made into a component so we can hook into preview rendering in editor.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(ClassGroup=Rendering, Blueprintable, BlueprintType, Meta=(BlueprintSpawnableComponent)) class UComposureCompositingTargetComponent : public [UActorComponent](API\Runtime\Engine\Components\UActorComponent), public [ICompEditorImagePreviewInterface](API\Plugins\Composure\EditorSupport\ICompEditorImagePreviewInterface)


description: Blurs the input into the output.


description: Sets a custom tonemapper replacing material instance.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Lens Bloom Settings") void SetTonemapperReplacingMaterial ( [UMaterialInstanceDynamic](API\Runtime\Engine\Materials\UMaterialInstanceDynamic) * Material )


code: UComposureLensBloomPass ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UComposureLensBloomPass

description: Bloom only pass implemented on top of the in-engine bloom.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(HideCategories=(Collision, Object, Physics, SceneComponent, Transform), ClassGroup="Composure", EditInlineNew, Meta=(BlueprintSpawnableComponent)) class UComposureLensBloomPass : public [UComposurePostProcessPass](API\Plugins\Composure\UComposurePostProcessPass)

Settings

type: FLensBloomSetti...

description: Bloom settings.


className: UComposureLensBloomPassPolicy

description: No constructors are accessible with public or protected access.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, Blueprintable, EditInlineNew, Meta=(DisplayName="Lens Bloom Pass")) class UComposureLensBloomPassPolicy : public [UComposurePostProcessPassPolicy](API\Plugins\Composure\UComposurePostProcessPassPolicy)

ReplacementMaterial

type: TObjectPtr<UMa...

description: Bloom settings.


code: void SetupPostProcess_Implementation ( [USceneCaptureComponent2D](API\Runtime\Engine\Components\USceneCaptureComponent2D) * SceneCapture, [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) *& OutTonemapperOverride )


code: UComposurePlayerCompositingInterface ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UComposurePlayerCompositingInterface

code: class UComposurePlayerCompositingInterface : public [UInterface](API\Runtime\CoreUObject\UObject\UInterface)


description: Current player camera manager the target is bind on.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Player Compositing target") [APlayerCameraManager](API\Runtime\Engine\Camera\APlayerCameraManager) * GetPlayerCameraManager() const


description: BeginsUObject.

code: virtual void FinishDestroy()


description: Set player camera manager to bind the render target to.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Player Compositing target") [APlayerCameraManager](API\Runtime\Engine\Camera\APlayerCameraManager) * SetPlayerCameraManager ( [APlayerCameraManager](API\Runtime\Engine\Camera\APlayerCameraManager) * PlayerCameraManager )


description: Set the render target of the player.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Player Compositing target") void SetRenderTarget ( [UTextureRenderTarget2D](API\Runtime\Engine\Engine\UTextureRenderTarget2D) * RenderTarget )


code: UComposurePlayerCompositingTarget ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: ~UComposurePlayerCompositingTarget()


className: UComposurePlayerCompositingTarget

description: Object to bind to aAPlayerCameraManagerwith aUTextureRenderTarget2Dto be used as a player's render target. -BADGER: deprecate this (UComposurePlayerCompositingTarget) once we're comfortable using the newUComposureCompositingTargetComponentin its place


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Composure") void Execute ( [UTexture](API\Runtime\Engine\Engine\UTexture) * PrePassInput, [UComposurePostProcessPassPolicy](API\Plugins\Composure\UComposurePostProcessPassPolicy) * PostProcessPass )


description: Called after the C++ constructor and after the properties have been initialized, including those loaded from config. This is called before any serialization or other setup has happened.

code: virtual void PostInitProperties()


description: Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.

code: virtual void PostLoad()


code: UComposurePostProcessingPassProxy ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UComposurePostProcessingPassProxy

description: Generic component class which takes aUComposurePostProcessPassPolicyand executes it, enqueuing a post-process pass for the render frame.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(HideCategories=(Collision, Object, Physics, SceneComponent, Transform), ClassGroup="Composure", EditInlineNew, Meta=(BlueprintSpawnableComponent)) class UComposurePostProcessingPassProxy : public [UComposurePostProcessPass](API\Plugins\Composure\UComposurePostProcessPass)


description: Activates the SceneComponent, should be overridden by native child classes.

code: virtual void Activate ( bool bReset )


description: Gets current output render target.


description: Deactivates the SceneComponent.

code: virtual void Deactivate()


description: Gets current setup material.

code: [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * GetSetupMaterial() const


description: Called when a component is destroyed

code: virtual void OnComponentDestroyed ( bool bDestroyingHierarchy )


description: Called by UComposurePostProcessBlendable::OverrideBlendableSettings.

code: void OverrideBlendableSettings ( class [FSceneView](API\Runtime\Engine\FSceneView) & View, float Weight ) const


description: Sets current output render target.

code: void SetOutputRenderTarget ( [UTextureRenderTarget2D](API\Runtime\Engine\Engine\UTextureRenderTarget2D) * RenderTarget )


description: Sets a custom setup post process material. The material location must be set at BeforeTranslucency.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Inputs") void SetSetupMaterial ( [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * Material )


code: UComposurePostProcessPass ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UComposurePostProcessPass

description: In engine post process based pass.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UComposurePostProcessPass : public [USceneComponent](API\Runtime\Engine\Components\USceneComponent)

BlendableInterface

type: TObjectPtr< UCo...

description: Blendable interface to intercept the OverrideBlendableSettings.

SceneCapture

type: TObjectPtr<USc...

description: Underlying scene capture.

SetupMaterial

description: Setup post process material.

TonemapperReplacement

description: Internal material that replace the tonemapper to output linear color space.


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintNativeEvent, Category="Composure") void SetupPostProcess ( [USceneCaptureComponent2D](API\Runtime\Engine\Components\USceneCaptureComponent2D) * SceneCapture, [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) *& TonemapperOverride )


code: UComposurePostProcessPassPolicy()


className: UComposurePostProcessPassPolicy

description: Abstract base class for setting up post passes. Used in conjuntion withUComposurePostProcessingPassProxy.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable, BlueprintType, Abstract) class UComposurePostProcessPassPolicy : public [UObject](API\Runtime\CoreUObject\UObject\UObject)


description: Tone map the input into the output.


code: UComposureTonemapperPass ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UComposureTonemapperPass

description: Tonemapper only pass implemented on top of the in-engine tonemapper.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(HideCategories=(Collision, Object, Physics, SceneComponent, Transform), ClassGroup="Composure", EditInlineNew, Meta=(BlueprintSpawnableComponent)) class UComposureTonemapperPass : public [UComposurePostProcessPass](API\Plugins\Composure\UComposurePostProcessPass)

ChromaticAberration

type: float

description: In percent, Scene chromatic aberration / color fringe (camera imperfection) to simulate an artifact that happens in real-world lens, mostly visible in the image corners.

ColorGradingSettings

type: FColorGradingSe...

description: Color grading settings.

FilmStockSettings

type: FFilmStockSetti...

description: Film stock settings.


code: void SetupPostProcess_Implementation ( [USceneCaptureComponent2D](API\Runtime\Engine\Components\USceneCaptureComponent2D) * SceneCapture, [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) *& OutTonemapperOverride )


className: UComposureTonemapperPassPolicy

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, Blueprintable, EditInlineNew, Meta=(DisplayName="Tonemapper Pass")) class UComposureTonemapperPassPolicy : public [UComposurePostProcessPassPolicy](API\Plugins\Composure\UComposurePostProcessPassPolicy)

ColorGradingSettings

description: Color grading settings.

description: Film stock settings.


className: ECompElementEdActions

module: ComposureLayersEditor

code: enum ECompElementEdActions { Add, Modify, Delete, Rename, Reset, }


className: FCompEditorMenuExtender

description: Delegates to be called to extend the comp-element editor menus

code: typedef TBaseDelegate_OneParam< [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FExtender](API\Runtime\Slate\Framework\MultiBox\FExtender) >, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FUICommandList](API\Runtime\Slate\Framework\Commands\FUICommandList) > > FCompEditorMenuExtender


code: static [ICompElementEditorModule](API\Plugins\ComposureLayersEditor\ICompElementEditorModule) & Get()


description: Returns a manager object for compositing elements, which can be used to perform various operations on the element objects in the editor.


description: Gets all known elements and appends them to the provided array.

code: void AddAllCompElementsTo ( [TArray](API\Runtime\Core\Containers\TArray)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [ACompositingElement](API\Plugins\Composure\ACompositingElement) > > & OutElements ) const


className: ICompElementEditorModule

code: class ICompElementEditorModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


description:
Attaches the specified element as a child to the named parent.
True if the element was successfully added as a child to the specified parent.

code: bool AttachCompElement ( const [FName](API\Runtime\Core\UObject\FName) ParentName, const [FName](API\Runtime\Core\UObject\FName) ElementName )


description:
Creates a actor object for the named element.
The newly created actor object for the named element.

code: [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [ACompositingElement](API\Plugins\Composure\ACompositingElement) > CreateElement ( const [FName](API\Runtime\Core\UObject\FName) & ElementName, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [ACompositingElement](API\Plugins\Composure\ACompositingElement) > ClassType, [AActor](API\Runtime\Engine\GameFramework\AActor) * LevelContext, EObjectFlags ObjectFlags )


description: Deletes the specified element and all of its children.

code: void DeleteElementAndChildren ( const [FName](API\Runtime\Core\UObject\FName) & ElementToDelete, bool bIsCalledFromEditor )


description: Deletes all of the provided elements and all of their children if the function is called from editor. Use DeleteElementAndChildren instead.

code: void DeleteElements ( const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & ElementsToDelete, bool bIsCalledFromEditor )


className: FOnElementsChanged

description: Broadcasts whenever one or more elements are modified

code: class FOnElementsChanged : public TBaseMulticastDelegate_ThreeParams< void, const ECompElementEdActions, const TWeakObjectPtr< ACompositingElement > &, const FName & >


description:
Gets the actor object of the named element.
The object Object of the provided element name

code: [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [ACompositingElement](API\Plugins\Composure\ACompositingElement) > GetElement ( const [FName](API\Runtime\Core\UObject\FName) & ElementName ) const


description:
Determines if the specified element is being rendered by the hidden compositing viewport.
True if the game-thread is in the middle of queuing the specified element.

code: bool IsDrawing ( [ACompositingElement](API\Plugins\Composure\ACompositingElement) * CompElement ) const


description: Function used to expose the editor call back function after a new composure element is created via Blueprint and C++.

code: void OnCreateNewElement ( [AActor](API\Runtime\Engine\GameFramework\AActor) * NewElement )


description: Function used to expose the editor call back function after an existing composure element

code: void OnDeleteElement ( [AActor](API\Runtime\Engine\GameFramework\AActor) * ElementToDelete )


description: Re-queries the scene for element actors and rebuilds the authoritative list used by the editor.

code: void RefreshElementsList()


className: FActorFilter

code: typedef [IFilter](API\Runtime\Core\Misc\IFilter)< const [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [AActor](API\Runtime\Engine\GameFramework\AActor) > & > FActorFilter


description: Deletes any media-capture passes from the specified element.

code: void RemoveMediaCapture ( const [FName](API\Runtime\Core\UObject\FName) & ElementName )


description: Dirties the draw state so editor element instance get ran/rendered this frame (utilized when rendering on demand, instead of intrinsically each frame).

code: void RequestRedraw()


description: Re-Prompts the user to select aUMediaOutputasset to associate the name element's media-capture pass with.

code: [UCompositingMediaCaptureOutput](API\Plugins\Composure\CompositingElements\UCompositingMediaCaptureOutput) * ResetMediaCapture ( const [FName](API\Runtime\Core\UObject\FName) & ElementName )


description: Renames the element with the specified original named to the provided new name.

code: bool RenameElement ( const [FName](API\Runtime\Core\UObject\FName) OriginalElementName, const [FName](API\Runtime\Core\UObject\FName) & NewElementName )


description:
Selects/de-selects specified element actors.
true if at least one actor was selected/deselected.

code: bool SelectElementActors ( const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & ElementNames, bool bSelect, bool bNotify, bool bSelectEvenIfHidden, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FActorFilter](API\Plugins\ComposureLayersEditor\ICompElementManager\FActorFilter) > & Filter )


description: Toggles the named element's pause state.

code: void ToggleElementFreezeFrame ( const [FName](API\Runtime\Core\UObject\FName) & ElementName )


description: Toggles the named element's enabled state.

code: void ToggleElementRendering ( const [FName](API\Runtime\Core\UObject\FName) & ElementName )


description: Adds/Enables/Disables a media-capture output pass for the specified element. Adds & enables a media-capture pass if one doesn't already exist. Just enables/disables if one already exits.

code: void ToggleMediaCapture ( const [FName](API\Runtime\Core\UObject\FName) & ElementName )


description:
Attempts to get the actor object of the provided element name.
True if a valid actor object was found and set to OutElement; otherwise false, a valid actor object was not found.

code: bool TryGetElement ( const [FName](API\Runtime\Core\UObject\FName) & ElementName, [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [ACompositingElement](API\Plugins\Composure\ACompositingElement) > & OutElement )


className: ICompElementManager

description: Interface for running editor operations/logic on compositing element actors.

code: class ICompElementManager


module: ComputeFramework

code: namespace ComputeFramework { void ComputeFramework::AddParamForType ( [FShaderParametersMetadataBuilder](API\Runtime\RenderCore\FShaderParametersMetadataBuilder) & InOutBuilder, TCHAR const * InName, [FShaderValueTypeHandle](API\Plugins\ComputeFramework\ComputeFramework\FShaderValueTypeHandle) const & InValueType, [TArray](API\Runtime\Core\Containers\TArray)< [FShaderParametersMetadata](API\Runtime\RenderCore\FShaderParametersMetadata) * > & OutNestedStructs ) }


className: EComputeKernelFlags

description: Flags that convey kernel behavior to aid compilation/optimizations.

code: enum EComputeKernelFlags { IsDefaultKernel = 1 << 0, IsolatedMemoryWrites = 1 << 1, }


className: EShaderFundamentalDimensionType

description: Shader types can then be in the form of a scalar, vector, matrix. e.g Scalar: float a; Vector: float3 n; Matrix: float3x4 WVP; Note: float b[5]; is still considered scalar. It is an array of scalars.

code: enum EShaderFundamentalDimensionType { Scalar, Vector, Matrix, }


className: EShaderFundamentalType

description: The base types of data that shaders can consume/expose

code: enum EShaderFundamentalType { Bool = 0, Int = 1, Uint = 2, Float = 3, Struct = 4, None = 255u, }


className: EShaderParamBindingType

description: Describes how the shader parameters are bound.

code: enum EShaderParamBindingType { None, ConstantParameter, ReadOnlyResource, ReadWriteResource, }


className: EShaderResourceType

code: enum EShaderResourceType { None, Texture1D, Texture2D, Texture3D, TextureCube, Buffer, StructuredBuffer, ByteAddressBuffer, }


description: Called once before any calls toGatherDispatchData()to allow any RDG resource allocation.

code: virtual void AllocateResources ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, [FAllocationData](API\Plugins\ComputeFramework\ComputeFramework\FComputeDataProviderRenderProxy\FAllocationData) const & InAllocationData )


description: Todo: Fix up derived classes to implement newAllocateResources().

code: virtual void AllocateResources ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder )


className: FCollectedDispatchData

code: struct FCollectedDispatchData


className: FAllocationData

description: Setup needed to allocate resources.

code: struct FAllocationData


className: FDispatchData

description: Setup needed to gather dispatch data.

code: struct FDispatchData

ParameterBuffer

type: uint8 *


className: FDispatchSetup

code: struct FDispatchSetup


className: FPermutationData

description: Data needed for setting permuations.

code: struct FPermutationData

NumInvocations

type: const int32

PermutationIds

type: TArray< int32 >

PermutationVector

type: constFComputeK...


className: FValidationData

description: Data needed for validation.

code: struct FValidationData


description: Collect parameter data required to dispatch work.

code: virtual void GatherDispatchData ( [FDispatchData](API\Plugins\ComputeFramework\ComputeFramework\FComputeDataProviderRenderProxy\FDispatchData) const & InDispatchData )


description: Deprecated* Convert to using the newGatherDispatchData()that takesFDispatchData.

code: virtual void GatherDispatchData ( [FDispatchSetup](API\Plugins\ComputeFramework\ComputeFramework\FComputeDataProviderRenderProxy\FDispatchSetup) const & InDispatchSetup, [FCollectedDispatchData](API\Plugins\ComputeFramework\ComputeFramework\FComputeDataProviderRenderProxy\FCollectedDispat-) & InOutDispatchData )


description: Gathers permutation bits for each invocation. This is called before any calls toAllocateResources()because we validate all requested shaders before doing any further work.

code: virtual void GatherPermutations ( [FPermutationData](API\Plugins\ComputeFramework\ComputeFramework\FComputeDataProviderRenderProxy\FPermutationData) & InOutPermutationData ) const


description: Validates that we are OK to dispatch work. Default implementation returns false.

code: virtual bool IsValid ( [FValidationData](API\Plugins\ComputeFramework\ComputeFramework\FComputeDataProviderRenderProxy\FValidationData) const & InValidationData ) const


description: Called on render thread to determine invocation count and dispatch thread counts per invocation. This will only be called if the associatedUComputeDataInterfacereturned true for IsExecutionInterface().

code: virtual int32 GetDispatchThreadCount ( [TArray](API\Runtime\Core\Containers\TArray)< FIntVector > & ThreadCounts ) const


description: Helper for making an FStridedView over theFDispatchData.

code: template<typename ElementType> [TStridedView](API\Runtime\Core\Containers\TStridedView)< ElementType > MakeStridedParameterView ( [FDispatchData](API\Plugins\ComputeFramework\ComputeFramework\FComputeDataProviderRenderProxy\FDispatchData) const & InDispatchData )


className: FComputeDataProviderRenderProxy

description: Compute Framework Data Provider Proxy. A concrete instance of this is created by theUComputeDataProvidergathering of data for a Compute Kernel on the render thread.

code: class FComputeDataProviderRenderProxy


className: GUID

description: The GUID for this custom version number.

code: static const [FGuid](API\Runtime\Core\Misc\FGuid) GUID;


className: Type

code: enum Type { InitialVersion = 0, VersionPlusOne, LatestVersion = VersionPlusOne - 1, }


description: Not instantiable.

code: FComputeFrameworkObjectVersion()


className: FComputeFrameworkObjectVersion

code: struct FComputeFrameworkObjectVersion


className: FComputeGraphEdge

description: Description of a single edge in aUComputeGraph. todo[CF]: Consider better storage for graph data structure that is easier to interrogate efficiently.

BindingFunctionNameOverride

type: FString

description: Optional name to use for the proxy generation function, in case the kernel expects something other than the interface's bind name.

BindingFunctionNamespace

description: Optional namespace to wrap the binding function in. A blank mean global namespace.

bKernelInput

type: bool


description: Create the Data Provider objects for a single binding of a ComputeGraph. The type of binding object is expected to match the associated Binding on theUComputeGraph.

code: void CreateDataProviders ( [UComputeGraph](API\Plugins\ComputeFramework\ComputeFramework\UComputeGraph) * InComputeGraph, int32 InBindingIndex, [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > InBindingObject )


description: Create the Data Provider objects.

code: void DestroyDataProviders()


description: Enqueue the ComputeGraph work.

code: bool EnqueueWork ( [UComputeGraph](API\Plugins\ComputeFramework\ComputeFramework\UComputeGraph) * InComputeGraph, [FSceneInterface](API\Runtime\Engine\FSceneInterface) const * InScene, [FName](API\Runtime\Core\UObject\FName) InExecutionGroupName, [FName](API\Runtime\Core\UObject\FName) InOwnerName, FSimpleDelegate InFallbackDelegate )


description: Get the Data Provider objects.

code: [TArray](API\Runtime\Core\Containers\TArray)< [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UComputeDataProvider](API\Plugins\ComputeFramework\ComputeFramework\UComputeDataProvider) > > & GetDataProviders()


description: Set the priority used when sorting work. Kernels in instances with a lower sort prioirty will always be submitted first.

code: void SetGraphSortPriority ( uint8 InPriority )


className: FComputeGraphInstance

description: Class to store a set of data provider bindings forUComputeGraphand to enqueue work to the ComputeFramework's compute system.


className: EMessageType

code: enum EMessageType { None, Info, Warning, Error, }


description: Equality operator used to deduplicate messages.

code: bool operator== ( [FComputeKernelCompileMessage](API\Plugins\ComputeFramework\ComputeFramework\FComputeKernelCompileMessage) const & Rhs ) const


className: FComputeKernelCompileMessage

description: Struct containing a message returned by shader compilation.

code: struct FComputeKernelCompileMessage

Type

type: EMessageType


className: FComputeKernelCompileResults

description: Struct containing all of the messages returned by shader compilation.

code: struct FComputeKernelCompileResults

Messages

type: TArray<FComput...


code: FComputeKernelDefinition()


code: FComputeKernelDefinition ( [FString](API\Runtime\Core\Containers\FString) InSymbol, [FString](API\Runtime\Core\Containers\FString) InDefine )


className: FComputeKernelDefinition


className: FComputeKernelDefinitionSet


code: FComputeKernelPermutationBool()


className: FComputeKernelPermutationBool


code: FComputeKernelPermutationBool ( [FString](API\Runtime\Core\Containers\FString) InName, bool InValue )


className: FComputeKernelPermutationSet


description: Add a permutation to the vector.

code: void AddPermutation ( [FString](API\Runtime\Core\Containers\FString) const & Name, uint32 NumValues )


description: Get the permutation bits for a given Name and Value.

code: uint32 GetPermutationBits ( [FString](API\Runtime\Core\Containers\FString) const & Name, uint32 PrecomputedNameHash, uint32 Value ) const


code: uint32 GetPermutationBits ( [FString](API\Runtime\Core\Containers\FString) const & Name, uint32 Value ) const


description: Add a permutation to the vector.

code: void AddPermutationSet ( struct [FComputeKernelPermutationSet](API\Plugins\ComputeFramework\ComputeFramework\FComputeKernelPermutationSet) const & PermutationSet )


className: FComputeKernelPermutationVector

BitCount

description: Number of permutation bits allocated.

Permutations

type: TMap<FString, ...

description: Map from permutation define name to packed FPermutaionBits value.


className: FPermutationBits

code: union FPermutationBits

type: FComputeKernelP...


code: [FShaderFunctionDefinition](API\Plugins\ComputeFramework\ComputeFramework\FShaderFunctionDefinition) & AddParam ( [EShaderFundamentalType](API\Plugins\ComputeFramework\ComputeFramework\EShaderFundamentalType) InType, int32 InRowCount, int32 InColumnCount )


code: [FShaderFunctionDefinition](API\Plugins\ComputeFramework\ComputeFramework\FShaderFunctionDefinition) & AddParam ( [FShaderValueTypeHandle](API\Plugins\ComputeFramework\ComputeFramework\FShaderValueTypeHandle) InValueType )


code: [FShaderFunctionDefinition](API\Plugins\ComputeFramework\ComputeFramework\FShaderFunctionDefinition) & AddReturnType ( [FShaderValueTypeHandle](API\Plugins\ComputeFramework\ComputeFramework\FShaderValueTypeHandle) InValueType )


code: [FShaderFunctionDefinition](API\Plugins\ComputeFramework\ComputeFramework\FShaderFunctionDefinition) & AddReturnType ( [EShaderFundamentalType](API\Plugins\ComputeFramework\ComputeFramework\EShaderFundamentalType) InType, int32 InRowCount, int32 InColumnCount )


code: [FShaderFunctionDefinition](API\Plugins\ComputeFramework\ComputeFramework\FShaderFunctionDefinition) & SetName ( [FString](API\Runtime\Core\Containers\FString) InName )


className: FShaderFunctionDefinition

description: Describes a shader function signature.

bHasReturnType

description: If set to true then the first element of ParamTypes is the return type.

Name

description: Function name.

ParamTypes

type: TArray<FShader...

description: Function parameter types.


code: FShaderParametersMetadataAllocations()


code: FShaderParametersMetadataAllocations ( [FShaderParametersMetadataAllocations](API\Plugins\ComputeFramework\ComputeFramework\FShaderParameter-) & Other )


code: ~FShaderParametersMetadataAllocations()


className: FShaderParametersMetadataAllocations

description: When we buildFShaderParametersMetadataat runtime it can require that we allocate additional data referenced but not owned by theFShaderParametersMetadata. This structure tracks the allocations, and should be released only after we are done with the associatedFShaderParametersMetadata.

Names

type: TChunkedArray< ...

description: Allocated name dictionary.

ShaderParameterMetadatas

description: Allocated metadata. Should include the parent metadata allocation.


code: bool IsAnyBufferType() const


code: bool IsAnyTextureType() const


description: Determines if the type definition is valid according to HLSL rules.

code: bool IsValid() const


code: static [EShaderFundamentalDimensionType](API\Plugins\ComputeFramework\ComputeFramework\EShaderFundamentalDimensionType) ParseDimension ( const [FString](API\Runtime\Core\Containers\FString) & Str )


code: static FIntVector2 ParseMatrixDimension ( const [FString](API\Runtime\Core\Containers\FString) & Str )


code: static [EShaderResourceType](API\Plugins\ComputeFramework\ComputeFramework\EShaderResourceType) ParseResource ( const [FString](API\Runtime\Core\Containers\FString) & Str )


code: static uint8 ParseVectorDimension ( const [FString](API\Runtime\Core\Containers\FString) & Str )


code: void ResetTypeDeclaration()


className: FShaderParamTypeDefinition

description: Fully describes the name and type of a parameter a shader exposes.

BindingType

type: EShaderParamBin...

ResourceType

type: EShaderResource...

ValueType

type: FShaderValueTyp...

description: The value type for this definition.


description: Parses the given string section and tries to convert to a shader value type. NOTE: Does not work on structs.

code: static [FShaderValueTypeHandle](API\Plugins\ComputeFramework\ComputeFramework\FShaderValueTypeHandle) FromString ( const [FString](API\Runtime\Core\Containers\FString) & InTypeDecl )


code: bool operator&61;&61; &40; const FStructElement & InOther &41; const


code: static [EShaderFundamentalType](API\Plugins\ComputeFramework\ComputeFramework\EShaderFundamentalType) ParseFundamental ( const [FString](API\Runtime\Core\Containers\FString) & Str )


code: bool operator&33;&61; &40; const FStructElement & InOther &41; const


code: FStructElement &40; FName InName, FShaderValueTypeHandle InType &41;


className: FStructElement

description: A simple container representing a single, named element in a shader value struct.

code: struct FStructElement

Name

type: FName


code: FValue &40; int32 InShaderValueSize, int32 InNumArrays &41;


className: FValue

code: struct FValue

ArrayList

type: TArray<TArray<...

ShaderValue

type: TArray< uint8 >


code: FValueView &40; TArrayView< uint8 > InShaderValue &41;


code: FValueView &40; FValue & InValue &41;


code: FValueView &40; TArrayView< uint8 > InShaderValue, TArrayView< TArray< uint8 >> InArrayList &41;


className: FValueView

code: struct FValueView

ArrayList

type: TArrayView<TAr...

type: TArrayView< uin...


description: Returns a scalar value type. If the fundamental type given is invalid for scalar values (e.g. struct), then this function returns a nullptr.

code: static [FShaderValueTypeHandle](API\Plugins\ComputeFramework\ComputeFramework\FShaderValueTypeHandle) Get ( [EShaderFundamentalType](API\Plugins\ComputeFramework\ComputeFramework\EShaderFundamentalType) InType )


description: Returns a vector value type. InElemCount can be any value between 1-4. If the type given is invalid for scalar values (e.g. struct) or InElemCount is out of range, then this function returns a nullptr.

code: static [FShaderValueTypeHandle](API\Plugins\ComputeFramework\ComputeFramework\FShaderValueTypeHandle) Get ( [EShaderFundamentalType](API\Plugins\ComputeFramework\ComputeFramework\EShaderFundamentalType) InType, int32 InElemCount )


description: Constructor for struct types

code: static [FShaderValueTypeHandle](API\Plugins\ComputeFramework\ComputeFramework\FShaderValueTypeHandle) Get ( [FName](API\Runtime\Core\UObject\FName) InName, std::initializer_list< [FStructElement](API\Plugins\ComputeFramework\ComputeFramework\FShaderValueType\FStructElement) > InStructElements )


description: Constructor for struct types

code: static [FShaderValueTypeHandle](API\Plugins\ComputeFramework\ComputeFramework\FShaderValueTypeHandle) Get ( [FName](API\Runtime\Core\UObject\FName) InName, const [TArray](API\Runtime\Core\Containers\TArray)< [FStructElement](API\Plugins\ComputeFramework\ComputeFramework\FShaderValueType\FStructElement) > & InStructElements )


description: Constructor for vector values. InElemCount can be any value between 1-4

code: static [FShaderValueTypeHandle](API\Plugins\ComputeFramework\ComputeFramework\FShaderValueTypeHandle) Get ( [EShaderFundamentalType](API\Plugins\ComputeFramework\ComputeFramework\EShaderFundamentalType) InType, int32 InRowCount, int32 InColumnCount )


description: Returns the all the struct types used in this type if the type is a struct.


description: Returns the size in bytes required to hold one element of this type using HLSL sizing (which may be different from packed sizing in C++).

code: int32 GetResourceElementSize() const


description: Returns the type declaration if this type is a struct, or the empty string if not.

code: [FString](API\Runtime\Core\Containers\FString) GetTypeDeclaration ( const [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), [FName](API\Runtime\Core\UObject\FName) > & InNamesToReplace, bool bCommentPaddings ) const


description: Returns a zero value for the type as a string, suitable for use as a constant in HLSL code.


description: Construct an array type from an existing type

code: static [FShaderValueTypeHandle](API\Plugins\ComputeFramework\ComputeFramework\FShaderValueTypeHandle) MakeDynamicArrayType ( const [FShaderValueTypeHandle](API\Plugins\ComputeFramework\ComputeFramework\FShaderValueTypeHandle) & InElementType )


description: Returns true if this type and the other type are exactly equal.

code: bool operator== ( const [FShaderValueType](API\Plugins\ComputeFramework\ComputeFramework\FShaderValueType) & InOtherType ) const


description: Returns true if this type and the other type are not equal.

code: bool operator!= ( const [FShaderValueType](API\Plugins\ComputeFramework\ComputeFramework\FShaderValueType) & InOtherType ) const


description: Returns the type name as a string (e.g. 'vector2', 'matrix2x3' or 'struct_name') for use in variable declarations.

code: [FString](API\Runtime\Core\Containers\FString) ToString ( const [FName](API\Runtime\Core\UObject\FName) & InStructTypeNameOverride ) const


className: FShaderValueType

type: union FShaderVa...

DimensionType

type: EShaderFundamen...

StructElements

type: TArray<FStruct...


code: const [FShaderValueType](API\Plugins\ComputeFramework\ComputeFramework\FShaderValueType) * operator->() const


className: FShaderValueTypeHandle::operator bool

code: operator bool() const


code: bool operator== ( const [FShaderValueTypeHandle](API\Plugins\ComputeFramework\ComputeFramework\FShaderValueTypeHandle) & InOther ) const


code: bool operator!= ( const [FShaderValueTypeHandle](API\Plugins\ComputeFramework\ComputeFramework\FShaderValueTypeHandle) & InOther ) const


code: const [FShaderValueType](API\Plugins\ComputeFramework\ComputeFramework\FShaderValueType) & operator*() const


code: bool Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


className: FShaderValueTypeHandle

ValueTypePtr

type: constFShaderVa...


code: FTypeMetaData ( [FShaderValueTypeHandle](API\Plugins\ComputeFramework\ComputeFramework\FShaderValueTypeHandle) InType )


code: FTypeMetaData ( const [FTypeMetaData](API\Plugins\ComputeFramework\ComputeFramework\FTypeMetaData) & InOther )


className: FTypeMetaData

description: Helper struct to convert shader value type to shader parameter metadata

code: struct FTypeMetaData

Metadata

type: constFShaderPa...


className: GetTypeHash

description: A hashing function to allow theFShaderValueTypeclass to be used with hashing containers (e.g.TSetorTMap).

code: uint32 GetTypeHash ( const [FShaderValueType](API\Plugins\ComputeFramework\ComputeFramework\FShaderValueType) & InShaderValueType )


className: IComputeFrameworkModule

code: class IComputeFrameworkModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


className: operator&

code: constexpr [EComputeKernelFlags](API\Plugins\ComputeFramework\ComputeFramework\EComputeKernelFlags) operator& ( [EComputeKernelFlags](API\Plugins\ComputeFramework\ComputeFramework\EComputeKernelFlags) Lhs, [EComputeKernelFlags](API\Plugins\ComputeFramework\ComputeFramework\EComputeKernelFlags) Rhs )


code: [FTypeMetaData](API\Plugins\ComputeFramework\ComputeFramework\FTypeMetaData) & operator= ( const [FTypeMetaData](API\Plugins\ComputeFramework\ComputeFramework\FTypeMetaData) & InOther )


className: operator&=

code: [EComputeKernelFlags](API\Plugins\ComputeFramework\ComputeFramework\EComputeKernelFlags) & operator&= ( [EComputeKernelFlags](API\Plugins\ComputeFramework\ComputeFramework\EComputeKernelFlags) & Lhs, [EComputeKernelFlags](API\Plugins\ComputeFramework\ComputeFramework\EComputeKernelFlags) Rhs )


className: operator~

code: constexpr [EComputeKernelFlags](API\Plugins\ComputeFramework\ComputeFramework\EComputeKernelFlags) operator~ ( [EComputeKernelFlags](API\Plugins\ComputeFramework\ComputeFramework\EComputeKernelFlags) E )


className: operator^

code: constexpr [EComputeKernelFlags](API\Plugins\ComputeFramework\ComputeFramework\EComputeKernelFlags) operator^ ( [EComputeKernelFlags](API\Plugins\ComputeFramework\ComputeFramework\EComputeKernelFlags) Lhs, [EComputeKernelFlags](API\Plugins\ComputeFramework\ComputeFramework\EComputeKernelFlags) Rhs )


className: operator^=

code: [EComputeKernelFlags](API\Plugins\ComputeFramework\ComputeFramework\EComputeKernelFlags) & operator^= ( [EComputeKernelFlags](API\Plugins\ComputeFramework\ComputeFramework\EComputeKernelFlags) & Lhs, [EComputeKernelFlags](API\Plugins\ComputeFramework\ComputeFramework\EComputeKernelFlags) Rhs )


className: operator!

code: constexpr bool operator! ( [EComputeKernelFlags](API\Plugins\ComputeFramework\ComputeFramework\EComputeKernelFlags) E )


className: operator<<

code: [FArchive](API\Runtime\Core\Serialization\FArchive) & operator<< ( [FArchive](API\Runtime\Core\Serialization\FArchive) & InArchive, [FShaderValueTypeHandle](API\Plugins\ComputeFramework\ComputeFramework\FShaderValueTypeHandle) & InHandle )


className: WithCopy

code: enum &123; WithCopy = false &125;


className: WithIdenticalViaEquality

code: enum &123; WithIdenticalViaEquality = true &125;


className: WithSerializer

code: enum &123; WithSerializer = true &125;


code: template<> struct TStructOpsTypeTraits< FShaderValueTypeHandle > : public [TStructOpsTypeTraitsBase2< FShaderValueTypeHandle >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)


description: Instantiate an associatedUComputeDataProvider.

code: virtual [UComputeDataProvider](API\Plugins\ComputeFramework\ComputeFramework\UComputeDataProvider) * CreateDataProvider ( [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > InBinding, uint64 InInputMask, uint64 InOutputMask ) const


description: Return true if the associatedUComputeDataProviderholds data that can be combined into a single dispatch invocation.

code: virtual bool CanSupportUnifiedDispatch() const


description: Get class ofUObjectrequired to instantiate aUComputeDataProviderfrom this interface.

code: virtual [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetBindingType() const


description: Get a name for referencing the data interface its shader parameter structures. The InUniqueIndex is optional for use in generating the name.

code: virtual TCHAR const * GetClassName() const


description: Gather compile definitions from the data interface. Any connected kernel will compile with these.

code: virtual void GetDefines ( [FComputeKernelDefinitionSet](API\Plugins\ComputeFramework\ComputeFramework\FComputeKernelDefinitionSet) & OutDefinitionSet ) const


description: Gather the shader code for this data provider.

code: virtual void GetHLSL ( [FString](API\Runtime\Core\Containers\FString) & OutHLSL, [FString](API\Runtime\Core\Containers\FString) const & InDataInterfaceName ) const


description: Gather permutations from the data interface. Any connected kernel will include these in its total compiled permutations.

code: virtual void GetPermutations ( [FComputeKernelPermutationVector](API\Plugins\ComputeFramework\ComputeFramework\FComputeKernelPermutationVector) & OutPermutationVector ) const


description: Get a hash that changes on any data interface changes that affect kernel compilation.

code: virtual void GetShaderHash ( [FString](API\Runtime\Core\Containers\FString) & InOutKey ) const