UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
FCameraExposureSettings Struct Reference

#include <Scene.h>

Public Member Functions

ENGINE_API FCameraExposureSettings ()
 
ENGINE_API void ExportToPostProcessSettings (FPostProcessSettings *OutPostProcessSettings) const
 

Public Attributes

TEnumAsByte< enum EAutoExposureMethodMethod
 
float LowPercent
 
float HighPercent
 
float MinBrightness
 
float MaxBrightness
 
float SpeedUp
 
float SpeedDown
 
float Bias
 
TObjectPtr< class UCurveFloatBiasCurve = nullptr
 
TObjectPtr< class UTextureMeterMask = nullptr
 
float HistogramLogMin
 
float HistogramLogMax
 
float CalibrationConstant
 
uint32 ApplyPhysicalCameraExposure: 1
 

Constructor & Destructor Documentation

◆ FCameraExposureSettings()

FCameraExposureSettings::FCameraExposureSettings ( )

Member Function Documentation

◆ ExportToPostProcessSettings()

void FCameraExposureSettings::ExportToPostProcessSettings ( FPostProcessSettings OutPostProcessSettings) const

Member Data Documentation

◆ ApplyPhysicalCameraExposure

uint32 FCameraExposureSettings::ApplyPhysicalCameraExposure

Enables physical camera exposure using ShutterSpeed/ISO/Aperture.

◆ Bias

float FCameraExposureSettings::Bias

Logarithmic adjustment for the exposure. Only used if a tonemapper is specified. 0: no adjustment, -1:2x darker, -2:4x darker, 1:2x brighter, 2:4x brighter, ...

◆ BiasCurve

TObjectPtr<class UCurveFloat> FCameraExposureSettings::BiasCurve = nullptr

Exposure compensation based on the scene EV100. Used to calibrate the final exposure differently depending on the average scene luminance. 0: no adjustment, -1:2x darker, -2:4x darker, 1:2x brighter, 2:4x brighter, ...

◆ CalibrationConstant

float FCameraExposureSettings::CalibrationConstant

Calibration constant for 18% albedo.

◆ HighPercent

float FCameraExposureSettings::HighPercent

The eye adaptation will adapt to a value extracted from the luminance histogram of the scene color. The value is defined as having x percent below this brightness. Higher values give bright spots on the screen more priority but can lead to less stable results. Lower values give the medium and darker values more priority but might cause burn out of bright spots. >0, <100, good values are in the range 80 .. 95

◆ HistogramLogMax

float FCameraExposureSettings::HistogramLogMax

temporary exposed until we found good values 4: 16, 8: 256

◆ HistogramLogMin

float FCameraExposureSettings::HistogramLogMin

temporary exposed until we found good values, -8: 1/256, -10: 1/1024

◆ LowPercent

float FCameraExposureSettings::LowPercent

The eye adaptation will adapt to a value extracted from the luminance histogram of the scene color. The value is defined as having x percent below this brightness. Higher values give bright spots on the screen more priority but can lead to less stable results. Lower values give the medium and darker values more priority but might cause burn out of bright spots. >0, <100, good values are in the range 70 .. 80

◆ MaxBrightness

float FCameraExposureSettings::MaxBrightness

A good value should be positive (2 is a good value). This is the maximum brightness the auto exposure can adapt to. It should be tweaked in a bright lighting situation (too small: image appears too bright, too large: image appears too dark). Note: Tweaking emissive materials and lights or tweaking auto exposure can look the same. Tweaking auto exposure has global effect and defined the HDR range - you don't want to change that late in the project development. Eye Adaptation is disabled if MinBrightness = MaxBrightness

◆ MeterMask

TObjectPtr<class UTexture> FCameraExposureSettings::MeterMask = nullptr

Exposure metering mask. Bright spots on the mask will have high influence on auto-exposure metering and dark spots will have low influence.

◆ Method

TEnumAsByte<enum EAutoExposureMethod> FCameraExposureSettings::Method

Luminance computation method

◆ MinBrightness

float FCameraExposureSettings::MinBrightness

A good value should be positive near 0. This is the minimum brightness the auto exposure can adapt to. It should be tweaked in a dark lighting situation (too small: image appears too bright, too large: image appears too dark). Note: Tweaking emissive materials and lights or tweaking auto exposure can look the same. Tweaking auto exposure has global effect and defined the HDR range - you don't want to change that late in the project development. Eye Adaptation is disabled if MinBrightness = MaxBrightness

◆ SpeedDown

float FCameraExposureSettings::SpeedDown

>0

◆ SpeedUp

float FCameraExposureSettings::SpeedUp

>0


The documentation for this struct was generated from the following files: