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

#include <Scene.h>

+ Inheritance diagram for FPostProcessSettings:

Public Member Functions

 UPROPERTY (EditAnywhere, BlueprintReadWrite, Category="Lens|Camera", meta=(ClampMin="0.01", ClampMax="8000.0", editcondition="bOverride_CameraShutterSpeed", DisplayName="Shutter Speed (1/s)")) float CameraShutterSpeed
 
 UPROPERTY (interp, BlueprintReadWrite, Category="Lens|Camera", meta=(ClampMin="1.0", ClampMax="32.0", editcondition="bOverride_DepthOfFieldFstop", DisplayName="Aperture (F-stop)")) float DepthOfFieldFstop
 
 UPROPERTY (interp, BlueprintReadWrite, Category="Lens|Camera", meta=(ClampMin="0.0", ClampMax="32.0", editcondition="bOverride_DepthOfFieldMinFstop", DisplayName="Maximum Aperture (min F-stop)")) float DepthOfFieldMinFstop
 
 UPROPERTY (EditAnywhere, BlueprintReadWrite, Category="Lens|Depth of Field", meta=(ForceUnits=mm, ClampMin="0.1", UIMin="0.1", UIMax="1000.0", editcondition="bOverride_DepthOfFieldSensorWidth", DisplayName="Sensor Width (mm)")) float DepthOfFieldSensorWidth
 
void AddBlendable (TScriptInterface< IBlendableInterface > InBlendableObject, float InWeight)
 
void RemoveBlendable (TScriptInterface< IBlendableInterface > InBlendableObject)
 
ENGINE_API FPostProcessSettings ()
 
PRAGMA_DISABLE_DEPRECATION_WARNINGS FPostProcessSettings (const FPostProcessSettings &)=default
 
 FPostProcessSettings (FPostProcessSettings &&)=default
 
FPostProcessSettingsoperator= (const FPostProcessSettings &)=default
 
FPostProcessSettingsoperator= (FPostProcessSettings &&)=default
 
PRAGMA_ENABLE_DEPRECATION_WARNINGS void SetBaseValues ()
 

Static Public Member Functions

static ENGINE_API const FPostProcessSettingsGetDefault ()
 

Public Attributes

uint8 bOverride_TemperatureType:1
 
uint8 bOverride_WhiteTemp:1
 
uint8 bOverride_WhiteTint:1
 
uint8 bOverride_ColorSaturation:1
 
uint8 bOverride_ColorContrast:1
 
uint8 bOverride_ColorGamma:1
 
uint8 bOverride_ColorGain:1
 
uint8 bOverride_ColorOffset:1
 
uint8 bOverride_ColorSaturationShadows: 1
 
uint8 bOverride_ColorContrastShadows: 1
 
uint8 bOverride_ColorGammaShadows: 1
 
uint8 bOverride_ColorGainShadows: 1
 
uint8 bOverride_ColorOffsetShadows: 1
 
uint8 bOverride_ColorSaturationMidtones: 1
 
uint8 bOverride_ColorContrastMidtones: 1
 
uint8 bOverride_ColorGammaMidtones: 1
 
uint8 bOverride_ColorGainMidtones: 1
 
uint8 bOverride_ColorOffsetMidtones: 1
 
uint8 bOverride_ColorSaturationHighlights: 1
 
uint8 bOverride_ColorContrastHighlights: 1
 
uint8 bOverride_ColorGammaHighlights: 1
 
uint8 bOverride_ColorGainHighlights: 1
 
uint8 bOverride_ColorOffsetHighlights: 1
 
uint8 bOverride_ColorCorrectionShadowsMax: 1
 
uint8 bOverride_ColorCorrectionHighlightsMin: 1
 
uint8 bOverride_ColorCorrectionHighlightsMax: 1
 
uint8 bOverride_BlueCorrection: 1
 
uint8 bOverride_ExpandGamut: 1
 
uint8 bOverride_ToneCurveAmount: 1
 
uint8 bOverride_FilmSlope:1
 
uint8 bOverride_FilmToe:1
 
uint8 bOverride_FilmShoulder:1
 
uint8 bOverride_FilmBlackClip:1
 
uint8 bOverride_FilmWhiteClip:1
 
uint8 bOverride_SceneColorTint:1
 
uint8 bOverride_SceneFringeIntensity:1
 
uint8 bOverride_ChromaticAberrationStartOffset:1
 
uint8 bOverride_bMegaLights:1
 
uint8 bOverride_AmbientCubemapTint:1
 
uint8 bOverride_AmbientCubemapIntensity:1
 
uint8 bOverride_BloomMethod: 1
 
uint8 bOverride_BloomIntensity:1
 
uint8 bOverride_BloomGaussianIntensity:1
 
uint8 bOverride_BloomThreshold:1
 
uint8 bOverride_Bloom1Tint:1
 
uint8 bOverride_Bloom1Size:1
 
uint8 bOverride_Bloom2Size:1
 
uint8 bOverride_Bloom2Tint:1
 
uint8 bOverride_Bloom3Tint:1
 
uint8 bOverride_Bloom3Size:1
 
uint8 bOverride_Bloom4Tint:1
 
uint8 bOverride_Bloom4Size:1
 
uint8 bOverride_Bloom5Tint:1
 
uint8 bOverride_Bloom5Size:1
 
uint8 bOverride_Bloom6Tint:1
 
uint8 bOverride_Bloom6Size:1
 
uint8 bOverride_BloomSizeScale:1
 
uint8 bOverride_BloomConvolutionIntensity:1
 
uint8 bOverride_BloomConvolutionTexture: 1
 
uint8 bOverride_BloomConvolutionScatterDispersion: 1
 
uint8 bOverride_BloomConvolutionSize: 1
 
uint8 bOverride_BloomConvolutionCenterUV: 1
 
uint8 bOverride_BloomConvolutionPreFilter_DEPRECATED: 1
 
uint8 bOverride_BloomConvolutionPreFilterMin: 1
 
uint8 bOverride_BloomConvolutionPreFilterMax: 1
 
uint8 bOverride_BloomConvolutionPreFilterMult: 1
 
uint8 bOverride_BloomConvolutionBufferScale: 1
 
uint8 bOverride_BloomDirtMaskIntensity:1
 
uint8 bOverride_BloomDirtMaskTint:1
 
uint8 bOverride_BloomDirtMask:1
 
uint8 bOverride_CameraShutterSpeed:1
 
uint8 bOverride_CameraISO:1
 
uint8 bOverride_AutoExposureMethod:1
 
uint8 bOverride_AutoExposureLowPercent:1
 
uint8 bOverride_AutoExposureHighPercent:1
 
uint8 bOverride_AutoExposureMinBrightness:1
 
uint8 bOverride_AutoExposureMaxBrightness:1
 
uint8 bOverride_AutoExposureCalibrationConstant_DEPRECATED:1
 
uint8 bOverride_AutoExposureSpeedUp:1
 
uint8 bOverride_AutoExposureSpeedDown:1
 
uint8 bOverride_AutoExposureBias:1
 
uint8 bOverride_AutoExposureBiasCurve:1
 
uint8 bOverride_AutoExposureMeterMask:1
 
uint8 bOverride_AutoExposureApplyPhysicalCameraExposure:1
 
uint8 bOverride_HistogramLogMin:1
 
uint8 bOverride_HistogramLogMax:1
 
uint8 bOverride_LocalExposureMethod: 1
 
uint8 bOverride_LocalExposureContrastScale_DEPRECATED:1
 
uint8 bOverride_LocalExposureHighlightContrastScale:1
 
uint8 bOverride_LocalExposureShadowContrastScale:1
 
uint8 bOverride_LocalExposureHighlightContrastCurve:1
 
uint8 bOverride_LocalExposureShadowContrastCurve:1
 
uint8 bOverride_LocalExposureHighlightThreshold:1
 
uint8 bOverride_LocalExposureShadowThreshold:1
 
uint8 bOverride_LocalExposureDetailStrength:1
 
uint8 bOverride_LocalExposureBlurredLuminanceBlend:1
 
uint8 bOverride_LocalExposureBlurredLuminanceKernelSizePercent:1
 
uint8 bOverride_LocalExposureHighlightThresholdStrength:1
 
uint8 bOverride_LocalExposureShadowThresholdStrength:1
 
uint8 bOverride_LocalExposureMiddleGreyBias:1
 
uint8 bOverride_LensFlareIntensity:1
 
uint8 bOverride_LensFlareTint:1
 
uint8 bOverride_LensFlareTints:1
 
uint8 bOverride_LensFlareBokehSize:1
 
uint8 bOverride_LensFlareBokehShape:1
 
uint8 bOverride_LensFlareThreshold:1
 
uint8 bOverride_VignetteIntensity:1
 
uint8 bOverride_Sharpen:1
 
uint8 bOverride_GrainIntensity_DEPRECATED:1
 
uint8 bOverride_GrainJitter_DEPRECATED:1
 
uint8 bOverride_FilmGrainIntensity:1
 
uint8 bOverride_FilmGrainIntensityShadows: 1
 
uint8 bOverride_FilmGrainIntensityMidtones: 1
 
uint8 bOverride_FilmGrainIntensityHighlights: 1
 
uint8 bOverride_FilmGrainShadowsMax: 1
 
uint8 bOverride_FilmGrainHighlightsMin: 1
 
uint8 bOverride_FilmGrainHighlightsMax: 1
 
uint8 bOverride_FilmGrainTexelSize:1
 
uint8 bOverride_FilmGrainTexture: 1
 
uint8 bOverride_AmbientOcclusionIntensity:1
 
uint8 bOverride_AmbientOcclusionStaticFraction:1
 
uint8 bOverride_AmbientOcclusionRadius:1
 
uint8 bOverride_AmbientOcclusionFadeDistance:1
 
uint8 bOverride_AmbientOcclusionFadeRadius:1
 
uint8 bOverride_AmbientOcclusionDistance_DEPRECATED:1
 
uint8 bOverride_AmbientOcclusionRadiusInWS:1
 
uint8 bOverride_AmbientOcclusionPower:1
 
uint8 bOverride_AmbientOcclusionBias:1
 
uint8 bOverride_AmbientOcclusionQuality:1
 
uint8 bOverride_AmbientOcclusionMipBlend:1
 
uint8 bOverride_AmbientOcclusionMipScale:1
 
uint8 bOverride_AmbientOcclusionMipThreshold:1
 
uint8 bOverride_AmbientOcclusionTemporalBlendWeight: 1
 
uint32 bOverride_RayTracingAO: 1
 
uint32 bOverride_RayTracingAOSamplesPerPixel: 1
 
uint32 bOverride_RayTracingAOIntensity: 1
 
uint32 bOverride_RayTracingAORadius: 1
 
uint8 bOverride_LPVIntensity_DEPRECATED:1
 
uint8 bOverride_LPVDirectionalOcclusionIntensity_DEPRECATED:1
 
uint8 bOverride_LPVDirectionalOcclusionRadius_DEPRECATED:1
 
uint8 bOverride_LPVDiffuseOcclusionExponent_DEPRECATED:1
 
uint8 bOverride_LPVSpecularOcclusionExponent_DEPRECATED:1
 
uint8 bOverride_LPVDiffuseOcclusionIntensity_DEPRECATED:1
 
uint8 bOverride_LPVSpecularOcclusionIntensity_DEPRECATED:1
 
uint8 bOverride_LPVSize_DEPRECATED:1
 
uint8 bOverride_LPVSecondaryOcclusionIntensity_DEPRECATED:1
 
uint8 bOverride_LPVSecondaryBounceIntensity_DEPRECATED:1
 
uint8 bOverride_LPVGeometryVolumeBias_DEPRECATED:1
 
uint8 bOverride_LPVVplInjectionBias_DEPRECATED:1
 
uint8 bOverride_LPVEmissiveInjectionIntensity_DEPRECATED:1
 
uint8 bOverride_LPVFadeRange_DEPRECATED:1
 
uint8 bOverride_LPVDirectionalOcclusionFadeRange_DEPRECATED:1
 
uint8 bOverride_IndirectLightingColor:1
 
uint8 bOverride_IndirectLightingIntensity:1
 
uint8 bOverride_ColorGradingIntensity:1
 
uint8 bOverride_ColorGradingLUT:1
 
uint8 bOverride_DepthOfFieldFocalDistance:1
 
uint8 bOverride_DepthOfFieldFstop:1
 
uint8 bOverride_DepthOfFieldMinFstop: 1
 
uint8 bOverride_DepthOfFieldBladeCount: 1
 
uint8 bOverride_DepthOfFieldSensorWidth:1
 
uint8 bOverride_DepthOfFieldSqueezeFactor:1
 
uint8 bOverride_DepthOfFieldDepthBlurRadius:1
 
uint8 bOverride_DepthOfFieldUseHairDepth:1
 
uint8 bOverride_DepthOfFieldPetzvalBokeh:1
 
uint8 bOverride_DepthOfFieldPetzvalBokehFalloff:1
 
uint8 bOverride_DepthOfFieldPetzvalExclusionBoxExtents:1
 
uint8 bOverride_DepthOfFieldPetzvalExclusionBoxRadius:1
 
uint8 bOverride_DepthOfFieldAspectRatioScalar:1
 
uint8 bOverride_DepthOfFieldMatteBoxFlags:1
 
uint8 bOverride_DepthOfFieldBarrelRadius:1
 
uint8 bOverride_DepthOfFieldBarrelLength:1
 
uint8 bOverride_DepthOfFieldDepthBlurAmount:1
 
uint8 bOverride_DepthOfFieldFocalRegion:1
 
uint8 bOverride_DepthOfFieldNearTransitionRegion:1
 
uint8 bOverride_DepthOfFieldFarTransitionRegion:1
 
uint8 bOverride_DepthOfFieldScale:1
 
uint8 bOverride_DepthOfFieldNearBlurSize:1
 
uint8 bOverride_DepthOfFieldFarBlurSize:1
 
uint8 bOverride_MobileHQGaussian:1
 
uint8 bOverride_DepthOfFieldOcclusion:1
 
uint8 bOverride_DepthOfFieldSkyFocusDistance:1
 
uint8 bOverride_DepthOfFieldVignetteSize:1
 
uint8 bOverride_MotionBlurAmount:1
 
uint8 bOverride_MotionBlurMax:1
 
uint8 bOverride_MotionBlurTargetFPS: 1
 
uint8 bOverride_MotionBlurPerObjectSize:1
 
uint8 bOverride_ScreenPercentage_DEPRECATED:1
 
uint8 bOverride_ReflectionMethod:1
 
uint8 bOverride_LumenReflectionQuality:1
 
uint8 bOverride_ScreenSpaceReflectionIntensity:1
 
uint8 bOverride_ScreenSpaceReflectionQuality:1
 
uint8 bOverride_ScreenSpaceReflectionMaxRoughness:1
 
uint8 bOverride_ScreenSpaceReflectionRoughnessScale:1
 
uint8 bOverride_UserFlags:1
 
uint32 bOverride_ReflectionsType_DEPRECATED: 1
 
uint32 bOverride_RayTracingReflectionsMaxRoughness: 1
 
uint32 bOverride_RayTracingReflectionsMaxBounces: 1
 
uint32 bOverride_RayTracingReflectionsSamplesPerPixel: 1
 
uint32 bOverride_RayTracingReflectionsShadows: 1
 
uint32 bOverride_RayTracingReflectionsTranslucency: 1
 
uint32 bOverride_TranslucencyType: 1
 
uint32 bOverride_RayTracingTranslucencyMaxRoughness: 1
 
uint32 bOverride_RayTracingTranslucencyRefractionRays: 1
 
uint32 bOverride_RayTracingTranslucencySamplesPerPixel: 1
 
uint32 bOverride_RayTracingTranslucencyShadows: 1
 
uint32 bOverride_RayTracingTranslucencyRefraction: 1
 
uint32 bOverride_RayTracingTranslucencyMaxPrimaryHitEvents: 1
 
uint32 bOverride_RayTracingTranslucencyMaxSecondaryHitEvents: 1
 
uint32 bOverride_RayTracingTranslucencyUseRayTracedRefraction: 1
 
uint32 bOverride_DynamicGlobalIlluminationMethod: 1
 
uint32 bOverride_LumenSceneLightingQuality: 1
 
uint32 bOverride_LumenSceneDetail: 1
 
uint32 bOverride_LumenSceneViewDistance: 1
 
uint32 bOverride_LumenSceneLightingUpdateSpeed: 1
 
uint32 bOverride_LumenFinalGatherQuality: 1
 
uint32 bOverride_LumenFinalGatherLightingUpdateSpeed: 1
 
uint32 bOverride_LumenFinalGatherScreenTraces: 1
 
uint32 bOverride_LumenMaxTraceDistance: 1
 
uint32 bOverride_LumenDiffuseColorBoost: 1
 
uint32 bOverride_LumenSkylightLeaking: 1
 
uint32 bOverride_LumenSkylightLeakingTint: 1
 
uint32 bOverride_LumenFullSkylightLeakingDistance: 1
 
uint8 bOverride_LumenRayLightingMode:1
 
uint8 bOverride_LumenReflectionsScreenTraces:1
 
uint8 bOverride_LumenFrontLayerTranslucencyReflections:1
 
uint32 bOverride_LumenMaxRoughnessToTraceReflections: 1
 
uint32 bOverride_LumenMaxReflectionBounces: 1
 
uint32 bOverride_LumenMaxRefractionBounces: 1
 
uint8 bOverride_LumenSurfaceCacheResolution: 1
 
uint32 bOverride_RayTracingGI: 1
 
uint32 bOverride_RayTracingGIMaxBounces: 1
 
uint32 bOverride_RayTracingGISamplesPerPixel: 1
 
uint32 bOverride_PathTracingMaxBounces: 1
 
uint32 bOverride_PathTracingSamplesPerPixel: 1
 
uint32 bOverride_PathTracingMaxPathIntensity: 1
 
uint32 bOverride_PathTracingEnableEmissiveMaterials: 1
 
uint32 bOverride_PathTracingEnableReferenceDOF: 1
 
uint32 bOverride_PathTracingEnableReferenceAtmosphere: 1
 
uint32 bOverride_PathTracingEnableDenoiser: 1
 
uint32 bOverride_PathTracingIncludeEmissive: 1
 
uint32 bOverride_PathTracingIncludeDiffuse: 1
 
uint32 bOverride_PathTracingIncludeIndirectDiffuse: 1
 
uint32 bOverride_PathTracingIncludeSpecular: 1
 
uint32 bOverride_PathTracingIncludeIndirectSpecular: 1
 
uint32 bOverride_PathTracingIncludeVolume: 1
 
uint32 bOverride_PathTracingIncludeIndirectVolume: 1
 
uint8 bMobileHQGaussian:1
 
TEnumAsByte< enum EBloomMethodBloomMethod
 
TEnumAsByte< enum EAutoExposureMethodAutoExposureMethod
 
TEnumAsByte< enum ETemperatureMethodTemperatureType
 
float WhiteTemp
 
float WhiteTint
 
FVector4 ColorSaturation
 
FVector4 ColorContrast
 
FVector4 ColorGamma
 
FVector4 ColorGain
 
FVector4 ColorOffset
 
FVector4 ColorSaturationShadows
 
FVector4 ColorContrastShadows
 
FVector4 ColorGammaShadows
 
FVector4 ColorGainShadows
 
FVector4 ColorOffsetShadows
 
FVector4 ColorSaturationMidtones
 
FVector4 ColorContrastMidtones
 
FVector4 ColorGammaMidtones
 
FVector4 ColorGainMidtones
 
FVector4 ColorOffsetMidtones
 
FVector4 ColorSaturationHighlights
 
FVector4 ColorContrastHighlights
 
FVector4 ColorGammaHighlights
 
FVector4 ColorGainHighlights
 
FVector4 ColorOffsetHighlights
 
float ColorCorrectionHighlightsMin
 
float ColorCorrectionHighlightsMax
 
float ColorCorrectionShadowsMax
 
float BlueCorrection
 
float ExpandGamut
 
float ToneCurveAmount
 
float FilmSlope
 
float FilmToe
 
float FilmShoulder
 
float FilmBlackClip
 
float FilmWhiteClip
 
FLinearColor SceneColorTint
 
float SceneFringeIntensity
 
float ChromaticAberrationStartOffset
 
float BloomIntensity
 
float BloomGaussianIntensity
 
float BloomThreshold
 
float BloomSizeScale
 
float Bloom1Size
 
float Bloom2Size
 
float Bloom3Size
 
float Bloom4Size
 
float Bloom5Size
 
float Bloom6Size
 
FLinearColor Bloom1Tint
 
FLinearColor Bloom2Tint
 
FLinearColor Bloom3Tint
 
FLinearColor Bloom4Tint
 
FLinearColor Bloom5Tint
 
FLinearColor Bloom6Tint
 
float BloomConvolutionIntensity
 
float BloomConvolutionScatterDispersion
 
float BloomConvolutionSize
 
TObjectPtr< class UTexture2DBloomConvolutionTexture
 
FVector2D BloomConvolutionCenterUV
 
float BloomConvolutionPreFilterMin
 
float BloomConvolutionPreFilterMax
 
float BloomConvolutionPreFilterMult
 
float BloomConvolutionBufferScale
 
TObjectPtr< class UTextureBloomDirtMask
 
float BloomDirtMaskIntensity
 
FLinearColor BloomDirtMaskTint
 
TEnumAsByte< EDynamicGlobalIlluminationMethod::TypeDynamicGlobalIlluminationMethod
 
FLinearColor IndirectLightingColor
 
float IndirectLightingIntensity
 
ELumenRayLightingModeOverride LumenRayLightingMode
 
float LumenSceneLightingQuality
 
float LumenSceneDetail
 
float LumenSceneViewDistance
 
float LumenSceneLightingUpdateSpeed
 
float LumenFinalGatherQuality
 
float LumenFinalGatherLightingUpdateSpeed
 
uint8 LumenFinalGatherScreenTraces: 1
 
float LumenMaxTraceDistance
 
float LumenDiffuseColorBoost
 
float LumenSkylightLeaking
 
FLinearColor LumenSkylightLeakingTint
 
float LumenFullSkylightLeakingDistance
 
float LumenSurfaceCacheResolution
 
TEnumAsByte< EReflectionMethod::TypeReflectionMethod
 
EReflectionsType ReflectionsType_DEPRECATED
 
float LumenReflectionQuality
 
uint8 LumenReflectionsScreenTraces: 1
 
uint8 LumenFrontLayerTranslucencyReflections: 1
 
float LumenMaxRoughnessToTraceReflections
 
int32 LumenMaxReflectionBounces
 
int32 LumenMaxRefractionBounces
 
float ScreenSpaceReflectionIntensity
 
float ScreenSpaceReflectionQuality
 
float ScreenSpaceReflectionMaxRoughness
 
uint8 bMegaLights: 1
 
FLinearColor AmbientCubemapTint
 
float AmbientCubemapIntensity
 
TObjectPtr< class UTextureCubeAmbientCubemap
 
float CameraISO
 
int32 DepthOfFieldBladeCount
 
float AutoExposureBias
 
float AutoExposureBiasBackup
 
uint8 bOverride_AutoExposureBiasBackup: 1
 
uint32 AutoExposureApplyPhysicalCameraExposure: 1
 
TObjectPtr< class UCurveFloatAutoExposureBiasCurve = nullptr
 
TObjectPtr< class UTextureAutoExposureMeterMask = nullptr
 
float AutoExposureLowPercent
 
float AutoExposureHighPercent
 
float AutoExposureMinBrightness
 
float AutoExposureMaxBrightness
 
float AutoExposureSpeedUp
 
float AutoExposureSpeedDown
 
float HistogramLogMin
 
float HistogramLogMax
 
float AutoExposureCalibrationConstant_DEPRECATED
 
ELocalExposureMethod LocalExposureMethod
 
float LocalExposureContrastScale_DEPRECATED
 
float LocalExposureHighlightContrastScale
 
float LocalExposureShadowContrastScale
 
TObjectPtr< class UCurveFloatLocalExposureHighlightContrastCurve = nullptr
 
TObjectPtr< class UCurveFloatLocalExposureShadowContrastCurve = nullptr
 
float LocalExposureHighlightThreshold
 
float LocalExposureShadowThreshold
 
float LocalExposureDetailStrength
 
float LocalExposureBlurredLuminanceBlend
 
float LocalExposureBlurredLuminanceKernelSizePercent
 
float LocalExposureHighlightThresholdStrength
 
float LocalExposureShadowThresholdStrength
 
float LocalExposureMiddleGreyBias
 
float LensFlareIntensity
 
FLinearColor LensFlareTint
 
float LensFlareBokehSize
 
float LensFlareThreshold
 
TObjectPtr< class UTextureLensFlareBokehShape
 
FLinearColor LensFlareTints [8]
 
float VignetteIntensity
 
float Sharpen
 
float GrainJitter_DEPRECATED
 
float GrainIntensity_DEPRECATED
 
float FilmGrainIntensity
 
float FilmGrainIntensityShadows
 
float FilmGrainIntensityMidtones
 
float FilmGrainIntensityHighlights
 
float FilmGrainShadowsMax
 
float FilmGrainHighlightsMin
 
float FilmGrainHighlightsMax
 
float FilmGrainTexelSize
 
TObjectPtr< class UTexture2DFilmGrainTexture
 
float AmbientOcclusionIntensity
 
float AmbientOcclusionStaticFraction
 
float AmbientOcclusionRadius
 
uint32 AmbientOcclusionRadiusInWS:1
 
float AmbientOcclusionFadeDistance
 
float AmbientOcclusionFadeRadius
 
float AmbientOcclusionDistance_DEPRECATED
 
float AmbientOcclusionPower
 
float AmbientOcclusionBias
 
float AmbientOcclusionQuality
 
float AmbientOcclusionMipBlend
 
float AmbientOcclusionMipScale
 
float AmbientOcclusionMipThreshold
 
float AmbientOcclusionTemporalBlendWeight
 
uint32 RayTracingAO: 1
 
int32 RayTracingAOSamplesPerPixel
 
float RayTracingAOIntensity
 
float RayTracingAORadius
 
float ColorGradingIntensity
 
TObjectPtr< class UTextureColorGradingLUT
 
float DepthOfFieldSqueezeFactor
 
float DepthOfFieldFocalDistance
 
float DepthOfFieldDepthBlurAmount
 
float DepthOfFieldDepthBlurRadius
 
uint32 DepthOfFieldUseHairDepth:1
 
float DepthOfFieldPetzvalBokeh
 
float DepthOfFieldPetzvalBokehFalloff
 
FVector2f DepthOfFieldPetzvalExclusionBoxExtents
 
float DepthOfFieldPetzvalExclusionBoxRadius
 
float DepthOfFieldAspectRatioScalar
 
float DepthOfFieldBarrelRadius
 
float DepthOfFieldBarrelLength
 
FMatteBoxFlag DepthOfFieldMatteBoxFlags [3]
 
float DepthOfFieldFocalRegion
 
float DepthOfFieldNearTransitionRegion
 
float DepthOfFieldFarTransitionRegion
 
float DepthOfFieldScale
 
float DepthOfFieldNearBlurSize
 
float DepthOfFieldFarBlurSize
 
float DepthOfFieldOcclusion
 
float DepthOfFieldSkyFocusDistance
 
float DepthOfFieldVignetteSize
 
float MotionBlurAmount
 
float MotionBlurMax
 
int32 MotionBlurTargetFPS
 
float MotionBlurPerObjectSize
 
float LPVIntensity_DEPRECATED
 
float LPVVplInjectionBias_DEPRECATED
 
float LPVSize_DEPRECATED
 
float LPVSecondaryOcclusionIntensity_DEPRECATED
 
float LPVSecondaryBounceIntensity_DEPRECATED
 
float LPVGeometryVolumeBias_DEPRECATED
 
float LPVEmissiveInjectionIntensity_DEPRECATED
 
float LPVDirectionalOcclusionIntensity_DEPRECATED
 
float LPVDirectionalOcclusionRadius_DEPRECATED
 
float LPVDiffuseOcclusionExponent_DEPRECATED
 
float LPVSpecularOcclusionExponent_DEPRECATED
 
float LPVDiffuseOcclusionIntensity_DEPRECATED
 
float LPVSpecularOcclusionIntensity_DEPRECATED
 
ETranslucencyType TranslucencyType
 
float RayTracingTranslucencyMaxRoughness
 
int32 RayTracingTranslucencyRefractionRays
 
int32 RayTracingTranslucencySamplesPerPixel
 
int32 RayTracingTranslucencyMaxPrimaryHitEvents
 
int32 RayTracingTranslucencyMaxSecondaryHitEvents
 
EReflectedAndRefractedRayTracedShadows RayTracingTranslucencyShadows
 
uint8 RayTracingTranslucencyRefraction: 1
 
uint8 RayTracingTranslucencyUseRayTracedRefraction: 1
 
int32 PathTracingMaxBounces
 
int32 PathTracingSamplesPerPixel
 
float PathTracingMaxPathIntensity
 
uint32 PathTracingEnableEmissiveMaterials: 1
 
uint32 PathTracingEnableReferenceDOF: 1
 
uint32 PathTracingEnableReferenceAtmosphere: 1
 
uint32 PathTracingEnableDenoiser: 1
 
uint32 PathTracingIncludeEmissive: 1
 
uint32 PathTracingIncludeDiffuse: 1
 
uint32 PathTracingIncludeIndirectDiffuse: 1
 
uint32 PathTracingIncludeSpecular: 1
 
uint32 PathTracingIncludeIndirectSpecular: 1
 
uint32 PathTracingIncludeVolume: 1
 
uint32 PathTracingIncludeIndirectVolume: 1
 
float LPVFadeRange_DEPRECATED
 
float LPVDirectionalOcclusionFadeRange_DEPRECATED
 
float ScreenPercentage_DEPRECATED
 
int32 UserFlags
 
FWeightedBlendables WeightedBlendables
 

Static Public Attributes

static constexpr int32 kDefaultDepthOfFieldBladeCount = 5
 

Detailed Description

To be able to use struct PostProcessSettings.

Constructor & Destructor Documentation

◆ FPostProcessSettings() [1/3]

FPostProcessSettings::FPostProcessSettings ( )

◆ FPostProcessSettings() [2/3]

PRAGMA_DISABLE_DEPRECATION_WARNINGS FPostProcessSettings::FPostProcessSettings ( const FPostProcessSettings )
default

◆ FPostProcessSettings() [3/3]

FPostProcessSettings::FPostProcessSettings ( FPostProcessSettings &&  )
default

Member Function Documentation

◆ AddBlendable()

void FPostProcessSettings::AddBlendable ( TScriptInterface< IBlendableInterface InBlendableObject,
float  InWeight 
)
inline

◆ GetDefault()

const FPostProcessSettings & FPostProcessSettings::GetDefault ( )
static

◆ operator=() [1/2]

FPostProcessSettings & FPostProcessSettings::operator= ( const FPostProcessSettings )
default

◆ operator=() [2/2]

FPostProcessSettings & FPostProcessSettings::operator= ( FPostProcessSettings &&  )
default

◆ RemoveBlendable()

void FPostProcessSettings::RemoveBlendable ( TScriptInterface< IBlendableInterface InBlendableObject)
inline

◆ SetBaseValues()

PRAGMA_ENABLE_DEPRECATION_WARNINGS void FPostProcessSettings::SetBaseValues ( )
inline

Used to define the values before any override happens. Should be as neutral as possible.

◆ UPROPERTY() [1/4]

FPostProcessSettings::UPROPERTY ( EditAnywhere  ,
BlueprintReadWrite  ,
Category  = "Lens|Camera",
meta  = (ClampMin="0.01", ClampMax="8000.0", editcondition="bOverride_CameraShutterSpeed", DisplayName="Shutter Speed (1/s)") 
)

The camera shutter in 1/seconds.

◆ UPROPERTY() [2/4]

FPostProcessSettings::UPROPERTY ( EditAnywhere  ,
BlueprintReadWrite  ,
Category  = "Lens|Depth of Field",
meta  = (ForceUnits=mm, ClampMin="0.1", UIMin="0.1", UIMax="1000.0", editcondition="bOverride_DepthOfFieldSensorWidth", DisplayName="Sensor Width (mm)") 
)

Width of the camera sensor to assume, in mm.

◆ UPROPERTY() [3/4]

FPostProcessSettings::UPROPERTY ( interp  ,
BlueprintReadWrite  ,
Category  = "Lens|Camera",
meta  = (ClampMin="0.0", ClampMax="32.0", editcondition="bOverride_DepthOfFieldMinFstop", DisplayName="Maximum Aperture (min F-stop)") 
)

Defines the maximum opening of the camera lens to control the curvature of blades of the diaphragm. Set it to 0 to get straight blades.

◆ UPROPERTY() [4/4]

FPostProcessSettings::UPROPERTY ( interp  ,
BlueprintReadWrite  ,
Category  = "Lens|Camera",
meta  = (ClampMin="1.0", ClampMax="32.0", editcondition="bOverride_DepthOfFieldFstop", DisplayName="Aperture (F-stop)") 
)

Defines the opening of the camera lens, Aperture is 1/fstop, typical lens go down to f/1.2 (large opening), larger numbers reduce the DOF effect

Member Data Documentation

◆ AmbientCubemap

TObjectPtr<class UTextureCube> FPostProcessSettings::AmbientCubemap

The Ambient cubemap (Affects diffuse and specular shading), blends additively which if different from all other settings here

◆ AmbientCubemapIntensity

float FPostProcessSettings::AmbientCubemapIntensity

To scale the Ambient cubemap brightness >=0: off, 1(default), >1 brighter

◆ AmbientCubemapTint

FLinearColor FPostProcessSettings::AmbientCubemapTint

AmbientCubemap tint color

◆ AmbientOcclusionBias

float FPostProcessSettings::AmbientOcclusionBias

>0, in unreal units, default (3.0) works well for flat surfaces but can reduce details

◆ AmbientOcclusionDistance_DEPRECATED

float FPostProcessSettings::AmbientOcclusionDistance_DEPRECATED

>0, in unreal units, how wide the ambient occlusion effect should affect the geometry (in depth), will be removed - only used for non normal method which is not exposed

◆ AmbientOcclusionFadeDistance

float FPostProcessSettings::AmbientOcclusionFadeDistance

>0, in unreal units, at what distance the AO effect disppears in the distance (avoding artifacts and AO effects on huge object)

◆ AmbientOcclusionFadeRadius

float FPostProcessSettings::AmbientOcclusionFadeRadius

>0, in unreal units, how many units before AmbientOcclusionFadeOutDistance it starts fading out

◆ AmbientOcclusionIntensity

float FPostProcessSettings::AmbientOcclusionIntensity

0..1 0=off/no ambient occlusion .. 1=strong ambient occlusion, defines how much it affects the non direct lighting after base pass

◆ AmbientOcclusionMipBlend

float FPostProcessSettings::AmbientOcclusionMipBlend

Affects the blend over the multiple mips (lower resolution versions) , 0:fully use full resolution, 1fully use low resolution, around 0.6 seems to be a good value

◆ AmbientOcclusionMipScale

float FPostProcessSettings::AmbientOcclusionMipScale

Affects the radius AO radius scale over the multiple mips (lower resolution versions)

◆ AmbientOcclusionMipThreshold

float FPostProcessSettings::AmbientOcclusionMipThreshold

to tweak the bilateral upsampling when using multiple mips (lower resolution versions)

◆ AmbientOcclusionPower

float FPostProcessSettings::AmbientOcclusionPower

>0, in unreal units, bigger values means even distant surfaces affect the ambient occlusion

◆ AmbientOcclusionQuality

float FPostProcessSettings::AmbientOcclusionQuality

0=lowest quality..100=maximum quality, only a few quality levels are implemented, no soft transition

◆ AmbientOcclusionRadius

float FPostProcessSettings::AmbientOcclusionRadius

>0, in unreal units, bigger values means even distant surfaces affect the ambient occlusion

◆ AmbientOcclusionRadiusInWS

uint32 FPostProcessSettings::AmbientOcclusionRadiusInWS

true: AO radius is in world space units, false: AO radius is locked the view space in 400 units

◆ AmbientOcclusionStaticFraction

float FPostProcessSettings::AmbientOcclusionStaticFraction

0..1 0=no effect on static lighting .. 1=AO affects the stat lighting, 0 is free meaning no extra rendering pass

◆ AmbientOcclusionTemporalBlendWeight

float FPostProcessSettings::AmbientOcclusionTemporalBlendWeight

How much to blend the current frame with previous frames when using GTAO with temporal accumulation

◆ AutoExposureApplyPhysicalCameraExposure

uint32 FPostProcessSettings::AutoExposureApplyPhysicalCameraExposure

Enables physical camera exposure using ShutterSpeed/ISO/Aperture.

◆ AutoExposureBias

float FPostProcessSettings::AutoExposureBias

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, ...

◆ AutoExposureBiasBackup

float FPostProcessSettings::AutoExposureBiasBackup

With the auto exposure changes, we are changing the AutoExposureBias inside the serialization code. We are storing that value before conversion here as a backup. Hopefully it will not be needed, and removed in the next engine revision.

◆ AutoExposureBiasCurve

TObjectPtr<class UCurveFloat> FPostProcessSettings::AutoExposureBiasCurve = 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, ...

◆ AutoExposureCalibrationConstant_DEPRECATED

float FPostProcessSettings::AutoExposureCalibrationConstant_DEPRECATED

Calibration constant for 18% albedo, deprecating this value.

◆ AutoExposureHighPercent

float FPostProcessSettings::AutoExposureHighPercent

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

◆ AutoExposureLowPercent

float FPostProcessSettings::AutoExposureLowPercent

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

◆ AutoExposureMaxBrightness

float FPostProcessSettings::AutoExposureMaxBrightness

Auto-Exposure maximum adaptation. Eye Adaptation is disabled if Min = Max. Auto-exposure is implemented by choosing an exposure value for which the average luminance generates a pixel brightness equal to the Constant Calibration value. The Min/Max are expressed in pixel luminance (cd/m2) or in EV100 when using ExtendDefaultLuminanceRange (see project settings).

◆ AutoExposureMeterMask

TObjectPtr<class UTexture> FPostProcessSettings::AutoExposureMeterMask = nullptr

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

◆ AutoExposureMethod

TEnumAsByte<enum EAutoExposureMethod> FPostProcessSettings::AutoExposureMethod

Luminance computation method

◆ AutoExposureMinBrightness

float FPostProcessSettings::AutoExposureMinBrightness

Auto-Exposure minimum adaptation. Eye Adaptation is disabled if Min = Max. Auto-exposure is implemented by choosing an exposure value for which the average luminance generates a pixel brightness equal to the Constant Calibration value. The Min/Max are expressed in pixel luminance (cd/m2) or in EV100 when using ExtendDefaultLuminanceRange (see project settings).

◆ AutoExposureSpeedDown

float FPostProcessSettings::AutoExposureSpeedDown

>0

◆ AutoExposureSpeedUp

float FPostProcessSettings::AutoExposureSpeedUp

>0

◆ Bloom1Size

float FPostProcessSettings::Bloom1Size

Diameter size for the Bloom1 in percent of the screen width (is done in 1/2 resolution, larger values cost more performance, good for high frequency details) >=0: can be clamped because of shader limitations

◆ Bloom1Tint

FLinearColor FPostProcessSettings::Bloom1Tint

Bloom1 tint color

◆ Bloom2Size

float FPostProcessSettings::Bloom2Size

Diameter size for Bloom2 in percent of the screen width (is done in 1/4 resolution, larger values cost more performance) >=0: can be clamped because of shader limitations

◆ Bloom2Tint

FLinearColor FPostProcessSettings::Bloom2Tint

Bloom2 tint color

◆ Bloom3Size

float FPostProcessSettings::Bloom3Size

Diameter size for Bloom3 in percent of the screen width (is done in 1/8 resolution, larger values cost more performance) >=0: can be clamped because of shader limitations

◆ Bloom3Tint

FLinearColor FPostProcessSettings::Bloom3Tint

Bloom3 tint color

◆ Bloom4Size

float FPostProcessSettings::Bloom4Size

Diameter size for Bloom4 in percent of the screen width (is done in 1/16 resolution, larger values cost more performance, best for wide contributions) >=0: can be clamped because of shader limitations

◆ Bloom4Tint

FLinearColor FPostProcessSettings::Bloom4Tint

Bloom4 tint color

◆ Bloom5Size

float FPostProcessSettings::Bloom5Size

Diameter size for Bloom5 in percent of the screen width (is done in 1/32 resolution, larger values cost more performance, best for wide contributions) >=0: can be clamped because of shader limitations

◆ Bloom5Tint

FLinearColor FPostProcessSettings::Bloom5Tint

Bloom5 tint color

◆ Bloom6Size

float FPostProcessSettings::Bloom6Size

Diameter size for Bloom6 in percent of the screen width (is done in 1/64 resolution, larger values cost more performance, best for wide contributions) >=0: can be clamped because of shader limitations

◆ Bloom6Tint

FLinearColor FPostProcessSettings::Bloom6Tint

Bloom6 tint color

◆ BloomConvolutionBufferScale

float FPostProcessSettings::BloomConvolutionBufferScale

Implicit buffer region as a fraction of the screen size to insure the bloom does not wrap across the screen. Larger sizes have perf impact.

◆ BloomConvolutionCenterUV

FVector2D FPostProcessSettings::BloomConvolutionCenterUV

The UV location of the center of the kernel. Should be very close to (.5,.5)

◆ BloomConvolutionIntensity

float FPostProcessSettings::BloomConvolutionIntensity

Multiplier for Convolution bloom contributions >=0: off, 1(default), >1 brighter

◆ BloomConvolutionPreFilterMax

float FPostProcessSettings::BloomConvolutionPreFilterMax

Boost intensity of select pixels prior to computing bloom convolution (Min, Max, Multiplier). Max < Min disables

◆ BloomConvolutionPreFilterMin

float FPostProcessSettings::BloomConvolutionPreFilterMin

Boost intensity of select pixels prior to computing bloom convolution (Min, Max, Multiplier). Max < Min disables

◆ BloomConvolutionPreFilterMult

float FPostProcessSettings::BloomConvolutionPreFilterMult

Boost intensity of select pixels prior to computing bloom convolution (Min, Max, Multiplier). Max < Min disables

◆ BloomConvolutionScatterDispersion

float FPostProcessSettings::BloomConvolutionScatterDispersion

Intensity multiplier on the scatter dispersion energy of the kernel. 1.0 means exactly use the same energy as the kernel scatter dispersion.

◆ BloomConvolutionSize

float FPostProcessSettings::BloomConvolutionSize

Relative size of the convolution kernel image compared to the minor axis of the viewport

◆ BloomConvolutionTexture

TObjectPtr<class UTexture2D> FPostProcessSettings::BloomConvolutionTexture

Texture to replace default convolution bloom kernel

◆ BloomDirtMask

TObjectPtr<class UTexture> FPostProcessSettings::BloomDirtMask

Texture that defines the dirt on the camera lens where the light of very bright objects is scattered.

◆ BloomDirtMaskIntensity

float FPostProcessSettings::BloomDirtMaskIntensity

BloomDirtMask intensity

◆ BloomDirtMaskTint

FLinearColor FPostProcessSettings::BloomDirtMaskTint

BloomDirtMask tint color

◆ BloomGaussianIntensity

float FPostProcessSettings::BloomGaussianIntensity

Multiplier for Gaussian bloom contributions >=0: off, 1(default), >1 brighter

◆ BloomIntensity

float FPostProcessSettings::BloomIntensity

Multiplier for all bloom contributions >=0: off, 1(default), >1 brighter

◆ BloomMethod

TEnumAsByte<enum EBloomMethod> FPostProcessSettings::BloomMethod

Preferred bloom algorithm. A different method may be used if the preferred method is not available on the target platform, e.g. due to performance limits.

◆ BloomSizeScale

float FPostProcessSettings::BloomSizeScale

Scale for all bloom sizes

◆ BloomThreshold

float FPostProcessSettings::BloomThreshold

minimum brightness the bloom starts having effect -1:all pixels affect bloom equally (physically correct, faster as a threshold pass is omitted), 0:all pixels affect bloom brights more, 1(default), >1 brighter

◆ BlueCorrection

float FPostProcessSettings::BlueCorrection

Correct for artifacts with "electric" blues due to the ACEScg color space. Bright blue desaturates instead of going to violet.

◆ bMegaLights

uint8 FPostProcessSettings::bMegaLights

Allows forcing MegaLights on or off for this volume, regardless of the project setting for MegaLights. MegaLights will stochastically sample lights, which allows many shadow casting lights to be rendered efficiently, with a consistent and low GPU cost. When MegaLights is enabled, other direct lighting algorithms like Deferred Shading will no longer be used, and other shadowing methods like Ray Traced Shadows, Distance Field Shadows and Shadow Maps will no longer be used. MegaLights requires Hardware Ray Tracing and Shader Model 6.

◆ bMobileHQGaussian

uint8 FPostProcessSettings::bMobileHQGaussian

Enable HQ Gaussian on high end mobile platforms. (ES3_1)

◆ bOverride_AmbientCubemapIntensity

uint8 FPostProcessSettings::bOverride_AmbientCubemapIntensity

◆ bOverride_AmbientCubemapTint

uint8 FPostProcessSettings::bOverride_AmbientCubemapTint

◆ bOverride_AmbientOcclusionBias

uint8 FPostProcessSettings::bOverride_AmbientOcclusionBias

◆ bOverride_AmbientOcclusionDistance_DEPRECATED

uint8 FPostProcessSettings::bOverride_AmbientOcclusionDistance_DEPRECATED

◆ bOverride_AmbientOcclusionFadeDistance

uint8 FPostProcessSettings::bOverride_AmbientOcclusionFadeDistance

◆ bOverride_AmbientOcclusionFadeRadius

uint8 FPostProcessSettings::bOverride_AmbientOcclusionFadeRadius

◆ bOverride_AmbientOcclusionIntensity

uint8 FPostProcessSettings::bOverride_AmbientOcclusionIntensity

◆ bOverride_AmbientOcclusionMipBlend

uint8 FPostProcessSettings::bOverride_AmbientOcclusionMipBlend

◆ bOverride_AmbientOcclusionMipScale

uint8 FPostProcessSettings::bOverride_AmbientOcclusionMipScale

◆ bOverride_AmbientOcclusionMipThreshold

uint8 FPostProcessSettings::bOverride_AmbientOcclusionMipThreshold

◆ bOverride_AmbientOcclusionPower

uint8 FPostProcessSettings::bOverride_AmbientOcclusionPower

◆ bOverride_AmbientOcclusionQuality

uint8 FPostProcessSettings::bOverride_AmbientOcclusionQuality

◆ bOverride_AmbientOcclusionRadius

uint8 FPostProcessSettings::bOverride_AmbientOcclusionRadius

◆ bOverride_AmbientOcclusionRadiusInWS

uint8 FPostProcessSettings::bOverride_AmbientOcclusionRadiusInWS

◆ bOverride_AmbientOcclusionStaticFraction

uint8 FPostProcessSettings::bOverride_AmbientOcclusionStaticFraction

◆ bOverride_AmbientOcclusionTemporalBlendWeight

uint8 FPostProcessSettings::bOverride_AmbientOcclusionTemporalBlendWeight

◆ bOverride_AutoExposureApplyPhysicalCameraExposure

uint8 FPostProcessSettings::bOverride_AutoExposureApplyPhysicalCameraExposure

◆ bOverride_AutoExposureBias

uint8 FPostProcessSettings::bOverride_AutoExposureBias

◆ bOverride_AutoExposureBiasBackup

uint8 FPostProcessSettings::bOverride_AutoExposureBiasBackup

With the auto exposure changes, we are also changing the auto exposure override value, so we are storing that backup as well.

◆ bOverride_AutoExposureBiasCurve

uint8 FPostProcessSettings::bOverride_AutoExposureBiasCurve

◆ bOverride_AutoExposureCalibrationConstant_DEPRECATED

uint8 FPostProcessSettings::bOverride_AutoExposureCalibrationConstant_DEPRECATED

◆ bOverride_AutoExposureHighPercent

uint8 FPostProcessSettings::bOverride_AutoExposureHighPercent

◆ bOverride_AutoExposureLowPercent

uint8 FPostProcessSettings::bOverride_AutoExposureLowPercent

◆ bOverride_AutoExposureMaxBrightness

uint8 FPostProcessSettings::bOverride_AutoExposureMaxBrightness

◆ bOverride_AutoExposureMeterMask

uint8 FPostProcessSettings::bOverride_AutoExposureMeterMask

◆ bOverride_AutoExposureMethod

uint8 FPostProcessSettings::bOverride_AutoExposureMethod

◆ bOverride_AutoExposureMinBrightness

uint8 FPostProcessSettings::bOverride_AutoExposureMinBrightness

◆ bOverride_AutoExposureSpeedDown

uint8 FPostProcessSettings::bOverride_AutoExposureSpeedDown

◆ bOverride_AutoExposureSpeedUp

uint8 FPostProcessSettings::bOverride_AutoExposureSpeedUp

◆ bOverride_Bloom1Size

uint8 FPostProcessSettings::bOverride_Bloom1Size

◆ bOverride_Bloom1Tint

uint8 FPostProcessSettings::bOverride_Bloom1Tint

◆ bOverride_Bloom2Size

uint8 FPostProcessSettings::bOverride_Bloom2Size

◆ bOverride_Bloom2Tint

uint8 FPostProcessSettings::bOverride_Bloom2Tint

◆ bOverride_Bloom3Size

uint8 FPostProcessSettings::bOverride_Bloom3Size

◆ bOverride_Bloom3Tint

uint8 FPostProcessSettings::bOverride_Bloom3Tint

◆ bOverride_Bloom4Size

uint8 FPostProcessSettings::bOverride_Bloom4Size

◆ bOverride_Bloom4Tint

uint8 FPostProcessSettings::bOverride_Bloom4Tint

◆ bOverride_Bloom5Size

uint8 FPostProcessSettings::bOverride_Bloom5Size

◆ bOverride_Bloom5Tint

uint8 FPostProcessSettings::bOverride_Bloom5Tint

◆ bOverride_Bloom6Size

uint8 FPostProcessSettings::bOverride_Bloom6Size

◆ bOverride_Bloom6Tint

uint8 FPostProcessSettings::bOverride_Bloom6Tint

◆ bOverride_BloomConvolutionBufferScale

uint8 FPostProcessSettings::bOverride_BloomConvolutionBufferScale

◆ bOverride_BloomConvolutionCenterUV

uint8 FPostProcessSettings::bOverride_BloomConvolutionCenterUV

◆ bOverride_BloomConvolutionIntensity

uint8 FPostProcessSettings::bOverride_BloomConvolutionIntensity

◆ bOverride_BloomConvolutionPreFilter_DEPRECATED

uint8 FPostProcessSettings::bOverride_BloomConvolutionPreFilter_DEPRECATED

◆ bOverride_BloomConvolutionPreFilterMax

uint8 FPostProcessSettings::bOverride_BloomConvolutionPreFilterMax

◆ bOverride_BloomConvolutionPreFilterMin

uint8 FPostProcessSettings::bOverride_BloomConvolutionPreFilterMin

◆ bOverride_BloomConvolutionPreFilterMult

uint8 FPostProcessSettings::bOverride_BloomConvolutionPreFilterMult

◆ bOverride_BloomConvolutionScatterDispersion

uint8 FPostProcessSettings::bOverride_BloomConvolutionScatterDispersion

◆ bOverride_BloomConvolutionSize

uint8 FPostProcessSettings::bOverride_BloomConvolutionSize

◆ bOverride_BloomConvolutionTexture

uint8 FPostProcessSettings::bOverride_BloomConvolutionTexture

◆ bOverride_BloomDirtMask

uint8 FPostProcessSettings::bOverride_BloomDirtMask

◆ bOverride_BloomDirtMaskIntensity

uint8 FPostProcessSettings::bOverride_BloomDirtMaskIntensity

◆ bOverride_BloomDirtMaskTint

uint8 FPostProcessSettings::bOverride_BloomDirtMaskTint

◆ bOverride_BloomGaussianIntensity

uint8 FPostProcessSettings::bOverride_BloomGaussianIntensity

◆ bOverride_BloomIntensity

uint8 FPostProcessSettings::bOverride_BloomIntensity

◆ bOverride_BloomMethod

uint8 FPostProcessSettings::bOverride_BloomMethod

◆ bOverride_BloomSizeScale

uint8 FPostProcessSettings::bOverride_BloomSizeScale

◆ bOverride_BloomThreshold

uint8 FPostProcessSettings::bOverride_BloomThreshold

◆ bOverride_BlueCorrection

uint8 FPostProcessSettings::bOverride_BlueCorrection

◆ bOverride_bMegaLights

uint8 FPostProcessSettings::bOverride_bMegaLights

◆ bOverride_CameraISO

uint8 FPostProcessSettings::bOverride_CameraISO

◆ bOverride_CameraShutterSpeed

uint8 FPostProcessSettings::bOverride_CameraShutterSpeed

◆ bOverride_ChromaticAberrationStartOffset

uint8 FPostProcessSettings::bOverride_ChromaticAberrationStartOffset

◆ bOverride_ColorContrast

uint8 FPostProcessSettings::bOverride_ColorContrast

◆ bOverride_ColorContrastHighlights

uint8 FPostProcessSettings::bOverride_ColorContrastHighlights

◆ bOverride_ColorContrastMidtones

uint8 FPostProcessSettings::bOverride_ColorContrastMidtones

◆ bOverride_ColorContrastShadows

uint8 FPostProcessSettings::bOverride_ColorContrastShadows

◆ bOverride_ColorCorrectionHighlightsMax

uint8 FPostProcessSettings::bOverride_ColorCorrectionHighlightsMax

◆ bOverride_ColorCorrectionHighlightsMin

uint8 FPostProcessSettings::bOverride_ColorCorrectionHighlightsMin

◆ bOverride_ColorCorrectionShadowsMax

uint8 FPostProcessSettings::bOverride_ColorCorrectionShadowsMax

◆ bOverride_ColorGain

uint8 FPostProcessSettings::bOverride_ColorGain

◆ bOverride_ColorGainHighlights

uint8 FPostProcessSettings::bOverride_ColorGainHighlights

◆ bOverride_ColorGainMidtones

uint8 FPostProcessSettings::bOverride_ColorGainMidtones

◆ bOverride_ColorGainShadows

uint8 FPostProcessSettings::bOverride_ColorGainShadows

◆ bOverride_ColorGamma

uint8 FPostProcessSettings::bOverride_ColorGamma

◆ bOverride_ColorGammaHighlights

uint8 FPostProcessSettings::bOverride_ColorGammaHighlights

◆ bOverride_ColorGammaMidtones

uint8 FPostProcessSettings::bOverride_ColorGammaMidtones

◆ bOverride_ColorGammaShadows

uint8 FPostProcessSettings::bOverride_ColorGammaShadows

◆ bOverride_ColorGradingIntensity

uint8 FPostProcessSettings::bOverride_ColorGradingIntensity

◆ bOverride_ColorGradingLUT

uint8 FPostProcessSettings::bOverride_ColorGradingLUT

◆ bOverride_ColorOffset

uint8 FPostProcessSettings::bOverride_ColorOffset

◆ bOverride_ColorOffsetHighlights

uint8 FPostProcessSettings::bOverride_ColorOffsetHighlights

◆ bOverride_ColorOffsetMidtones

uint8 FPostProcessSettings::bOverride_ColorOffsetMidtones

◆ bOverride_ColorOffsetShadows

uint8 FPostProcessSettings::bOverride_ColorOffsetShadows

◆ bOverride_ColorSaturation

uint8 FPostProcessSettings::bOverride_ColorSaturation

◆ bOverride_ColorSaturationHighlights

uint8 FPostProcessSettings::bOverride_ColorSaturationHighlights

◆ bOverride_ColorSaturationMidtones

uint8 FPostProcessSettings::bOverride_ColorSaturationMidtones

◆ bOverride_ColorSaturationShadows

uint8 FPostProcessSettings::bOverride_ColorSaturationShadows

◆ bOverride_DepthOfFieldAspectRatioScalar

uint8 FPostProcessSettings::bOverride_DepthOfFieldAspectRatioScalar

◆ bOverride_DepthOfFieldBarrelLength

uint8 FPostProcessSettings::bOverride_DepthOfFieldBarrelLength

◆ bOverride_DepthOfFieldBarrelRadius

uint8 FPostProcessSettings::bOverride_DepthOfFieldBarrelRadius

◆ bOverride_DepthOfFieldBladeCount

uint8 FPostProcessSettings::bOverride_DepthOfFieldBladeCount

◆ bOverride_DepthOfFieldDepthBlurAmount

uint8 FPostProcessSettings::bOverride_DepthOfFieldDepthBlurAmount

◆ bOverride_DepthOfFieldDepthBlurRadius

uint8 FPostProcessSettings::bOverride_DepthOfFieldDepthBlurRadius

◆ bOverride_DepthOfFieldFarBlurSize

uint8 FPostProcessSettings::bOverride_DepthOfFieldFarBlurSize

◆ bOverride_DepthOfFieldFarTransitionRegion

uint8 FPostProcessSettings::bOverride_DepthOfFieldFarTransitionRegion

◆ bOverride_DepthOfFieldFocalDistance

uint8 FPostProcessSettings::bOverride_DepthOfFieldFocalDistance

◆ bOverride_DepthOfFieldFocalRegion

uint8 FPostProcessSettings::bOverride_DepthOfFieldFocalRegion

◆ bOverride_DepthOfFieldFstop

uint8 FPostProcessSettings::bOverride_DepthOfFieldFstop

◆ bOverride_DepthOfFieldMatteBoxFlags

uint8 FPostProcessSettings::bOverride_DepthOfFieldMatteBoxFlags

◆ bOverride_DepthOfFieldMinFstop

uint8 FPostProcessSettings::bOverride_DepthOfFieldMinFstop

◆ bOverride_DepthOfFieldNearBlurSize

uint8 FPostProcessSettings::bOverride_DepthOfFieldNearBlurSize

◆ bOverride_DepthOfFieldNearTransitionRegion

uint8 FPostProcessSettings::bOverride_DepthOfFieldNearTransitionRegion

◆ bOverride_DepthOfFieldOcclusion

uint8 FPostProcessSettings::bOverride_DepthOfFieldOcclusion

◆ bOverride_DepthOfFieldPetzvalBokeh

uint8 FPostProcessSettings::bOverride_DepthOfFieldPetzvalBokeh

◆ bOverride_DepthOfFieldPetzvalBokehFalloff

uint8 FPostProcessSettings::bOverride_DepthOfFieldPetzvalBokehFalloff

◆ bOverride_DepthOfFieldPetzvalExclusionBoxExtents

uint8 FPostProcessSettings::bOverride_DepthOfFieldPetzvalExclusionBoxExtents

◆ bOverride_DepthOfFieldPetzvalExclusionBoxRadius

uint8 FPostProcessSettings::bOverride_DepthOfFieldPetzvalExclusionBoxRadius

◆ bOverride_DepthOfFieldScale

uint8 FPostProcessSettings::bOverride_DepthOfFieldScale

◆ bOverride_DepthOfFieldSensorWidth

uint8 FPostProcessSettings::bOverride_DepthOfFieldSensorWidth

◆ bOverride_DepthOfFieldSkyFocusDistance

uint8 FPostProcessSettings::bOverride_DepthOfFieldSkyFocusDistance

◆ bOverride_DepthOfFieldSqueezeFactor

uint8 FPostProcessSettings::bOverride_DepthOfFieldSqueezeFactor

◆ bOverride_DepthOfFieldUseHairDepth

uint8 FPostProcessSettings::bOverride_DepthOfFieldUseHairDepth

◆ bOverride_DepthOfFieldVignetteSize

uint8 FPostProcessSettings::bOverride_DepthOfFieldVignetteSize

◆ bOverride_DynamicGlobalIlluminationMethod

uint32 FPostProcessSettings::bOverride_DynamicGlobalIlluminationMethod

◆ bOverride_ExpandGamut

uint8 FPostProcessSettings::bOverride_ExpandGamut

◆ bOverride_FilmBlackClip

uint8 FPostProcessSettings::bOverride_FilmBlackClip

◆ bOverride_FilmGrainHighlightsMax

uint8 FPostProcessSettings::bOverride_FilmGrainHighlightsMax

◆ bOverride_FilmGrainHighlightsMin

uint8 FPostProcessSettings::bOverride_FilmGrainHighlightsMin

◆ bOverride_FilmGrainIntensity

uint8 FPostProcessSettings::bOverride_FilmGrainIntensity

◆ bOverride_FilmGrainIntensityHighlights

uint8 FPostProcessSettings::bOverride_FilmGrainIntensityHighlights

◆ bOverride_FilmGrainIntensityMidtones

uint8 FPostProcessSettings::bOverride_FilmGrainIntensityMidtones

◆ bOverride_FilmGrainIntensityShadows

uint8 FPostProcessSettings::bOverride_FilmGrainIntensityShadows

◆ bOverride_FilmGrainShadowsMax

uint8 FPostProcessSettings::bOverride_FilmGrainShadowsMax

◆ bOverride_FilmGrainTexelSize

uint8 FPostProcessSettings::bOverride_FilmGrainTexelSize

◆ bOverride_FilmGrainTexture

uint8 FPostProcessSettings::bOverride_FilmGrainTexture

◆ bOverride_FilmShoulder

uint8 FPostProcessSettings::bOverride_FilmShoulder

◆ bOverride_FilmSlope

uint8 FPostProcessSettings::bOverride_FilmSlope

◆ bOverride_FilmToe

uint8 FPostProcessSettings::bOverride_FilmToe

◆ bOverride_FilmWhiteClip

uint8 FPostProcessSettings::bOverride_FilmWhiteClip

◆ bOverride_GrainIntensity_DEPRECATED

uint8 FPostProcessSettings::bOverride_GrainIntensity_DEPRECATED

◆ bOverride_GrainJitter_DEPRECATED

uint8 FPostProcessSettings::bOverride_GrainJitter_DEPRECATED

◆ bOverride_HistogramLogMax

uint8 FPostProcessSettings::bOverride_HistogramLogMax

◆ bOverride_HistogramLogMin

uint8 FPostProcessSettings::bOverride_HistogramLogMin

◆ bOverride_IndirectLightingColor

uint8 FPostProcessSettings::bOverride_IndirectLightingColor

◆ bOverride_IndirectLightingIntensity

uint8 FPostProcessSettings::bOverride_IndirectLightingIntensity

◆ bOverride_LensFlareBokehShape

uint8 FPostProcessSettings::bOverride_LensFlareBokehShape

◆ bOverride_LensFlareBokehSize

uint8 FPostProcessSettings::bOverride_LensFlareBokehSize

◆ bOverride_LensFlareIntensity

uint8 FPostProcessSettings::bOverride_LensFlareIntensity

◆ bOverride_LensFlareThreshold

uint8 FPostProcessSettings::bOverride_LensFlareThreshold

◆ bOverride_LensFlareTint

uint8 FPostProcessSettings::bOverride_LensFlareTint

◆ bOverride_LensFlareTints

uint8 FPostProcessSettings::bOverride_LensFlareTints

◆ bOverride_LocalExposureBlurredLuminanceBlend

uint8 FPostProcessSettings::bOverride_LocalExposureBlurredLuminanceBlend

◆ bOverride_LocalExposureBlurredLuminanceKernelSizePercent

uint8 FPostProcessSettings::bOverride_LocalExposureBlurredLuminanceKernelSizePercent

◆ bOverride_LocalExposureContrastScale_DEPRECATED

uint8 FPostProcessSettings::bOverride_LocalExposureContrastScale_DEPRECATED

◆ bOverride_LocalExposureDetailStrength

uint8 FPostProcessSettings::bOverride_LocalExposureDetailStrength

◆ bOverride_LocalExposureHighlightContrastCurve

uint8 FPostProcessSettings::bOverride_LocalExposureHighlightContrastCurve

◆ bOverride_LocalExposureHighlightContrastScale

uint8 FPostProcessSettings::bOverride_LocalExposureHighlightContrastScale

◆ bOverride_LocalExposureHighlightThreshold

uint8 FPostProcessSettings::bOverride_LocalExposureHighlightThreshold

◆ bOverride_LocalExposureHighlightThresholdStrength

uint8 FPostProcessSettings::bOverride_LocalExposureHighlightThresholdStrength

◆ bOverride_LocalExposureMethod

uint8 FPostProcessSettings::bOverride_LocalExposureMethod

◆ bOverride_LocalExposureMiddleGreyBias

uint8 FPostProcessSettings::bOverride_LocalExposureMiddleGreyBias

◆ bOverride_LocalExposureShadowContrastCurve

uint8 FPostProcessSettings::bOverride_LocalExposureShadowContrastCurve

◆ bOverride_LocalExposureShadowContrastScale

uint8 FPostProcessSettings::bOverride_LocalExposureShadowContrastScale

◆ bOverride_LocalExposureShadowThreshold

uint8 FPostProcessSettings::bOverride_LocalExposureShadowThreshold

◆ bOverride_LocalExposureShadowThresholdStrength

uint8 FPostProcessSettings::bOverride_LocalExposureShadowThresholdStrength

◆ bOverride_LPVDiffuseOcclusionExponent_DEPRECATED

uint8 FPostProcessSettings::bOverride_LPVDiffuseOcclusionExponent_DEPRECATED

◆ bOverride_LPVDiffuseOcclusionIntensity_DEPRECATED

uint8 FPostProcessSettings::bOverride_LPVDiffuseOcclusionIntensity_DEPRECATED

◆ bOverride_LPVDirectionalOcclusionFadeRange_DEPRECATED

uint8 FPostProcessSettings::bOverride_LPVDirectionalOcclusionFadeRange_DEPRECATED

◆ bOverride_LPVDirectionalOcclusionIntensity_DEPRECATED

uint8 FPostProcessSettings::bOverride_LPVDirectionalOcclusionIntensity_DEPRECATED

◆ bOverride_LPVDirectionalOcclusionRadius_DEPRECATED

uint8 FPostProcessSettings::bOverride_LPVDirectionalOcclusionRadius_DEPRECATED

◆ bOverride_LPVEmissiveInjectionIntensity_DEPRECATED

uint8 FPostProcessSettings::bOverride_LPVEmissiveInjectionIntensity_DEPRECATED

◆ bOverride_LPVFadeRange_DEPRECATED

uint8 FPostProcessSettings::bOverride_LPVFadeRange_DEPRECATED

◆ bOverride_LPVGeometryVolumeBias_DEPRECATED

uint8 FPostProcessSettings::bOverride_LPVGeometryVolumeBias_DEPRECATED

◆ bOverride_LPVIntensity_DEPRECATED

uint8 FPostProcessSettings::bOverride_LPVIntensity_DEPRECATED

◆ bOverride_LPVSecondaryBounceIntensity_DEPRECATED

uint8 FPostProcessSettings::bOverride_LPVSecondaryBounceIntensity_DEPRECATED

◆ bOverride_LPVSecondaryOcclusionIntensity_DEPRECATED

uint8 FPostProcessSettings::bOverride_LPVSecondaryOcclusionIntensity_DEPRECATED

◆ bOverride_LPVSize_DEPRECATED

uint8 FPostProcessSettings::bOverride_LPVSize_DEPRECATED

◆ bOverride_LPVSpecularOcclusionExponent_DEPRECATED

uint8 FPostProcessSettings::bOverride_LPVSpecularOcclusionExponent_DEPRECATED

◆ bOverride_LPVSpecularOcclusionIntensity_DEPRECATED

uint8 FPostProcessSettings::bOverride_LPVSpecularOcclusionIntensity_DEPRECATED

◆ bOverride_LPVVplInjectionBias_DEPRECATED

uint8 FPostProcessSettings::bOverride_LPVVplInjectionBias_DEPRECATED

◆ bOverride_LumenDiffuseColorBoost

uint32 FPostProcessSettings::bOverride_LumenDiffuseColorBoost

◆ bOverride_LumenFinalGatherLightingUpdateSpeed

uint32 FPostProcessSettings::bOverride_LumenFinalGatherLightingUpdateSpeed

◆ bOverride_LumenFinalGatherQuality

uint32 FPostProcessSettings::bOverride_LumenFinalGatherQuality

◆ bOverride_LumenFinalGatherScreenTraces

uint32 FPostProcessSettings::bOverride_LumenFinalGatherScreenTraces

◆ bOverride_LumenFrontLayerTranslucencyReflections

uint8 FPostProcessSettings::bOverride_LumenFrontLayerTranslucencyReflections

◆ bOverride_LumenFullSkylightLeakingDistance

uint32 FPostProcessSettings::bOverride_LumenFullSkylightLeakingDistance

◆ bOverride_LumenMaxReflectionBounces

uint32 FPostProcessSettings::bOverride_LumenMaxReflectionBounces

◆ bOverride_LumenMaxRefractionBounces

uint32 FPostProcessSettings::bOverride_LumenMaxRefractionBounces

◆ bOverride_LumenMaxRoughnessToTraceReflections

uint32 FPostProcessSettings::bOverride_LumenMaxRoughnessToTraceReflections

◆ bOverride_LumenMaxTraceDistance

uint32 FPostProcessSettings::bOverride_LumenMaxTraceDistance

◆ bOverride_LumenRayLightingMode

uint8 FPostProcessSettings::bOverride_LumenRayLightingMode

◆ bOverride_LumenReflectionQuality

uint8 FPostProcessSettings::bOverride_LumenReflectionQuality

◆ bOverride_LumenReflectionsScreenTraces

uint8 FPostProcessSettings::bOverride_LumenReflectionsScreenTraces

◆ bOverride_LumenSceneDetail

uint32 FPostProcessSettings::bOverride_LumenSceneDetail

◆ bOverride_LumenSceneLightingQuality

uint32 FPostProcessSettings::bOverride_LumenSceneLightingQuality

◆ bOverride_LumenSceneLightingUpdateSpeed

uint32 FPostProcessSettings::bOverride_LumenSceneLightingUpdateSpeed

◆ bOverride_LumenSceneViewDistance

uint32 FPostProcessSettings::bOverride_LumenSceneViewDistance

◆ bOverride_LumenSkylightLeaking

uint32 FPostProcessSettings::bOverride_LumenSkylightLeaking

◆ bOverride_LumenSkylightLeakingTint

uint32 FPostProcessSettings::bOverride_LumenSkylightLeakingTint

◆ bOverride_LumenSurfaceCacheResolution

uint8 FPostProcessSettings::bOverride_LumenSurfaceCacheResolution

◆ bOverride_MobileHQGaussian

uint8 FPostProcessSettings::bOverride_MobileHQGaussian

◆ bOverride_MotionBlurAmount

uint8 FPostProcessSettings::bOverride_MotionBlurAmount

◆ bOverride_MotionBlurMax

uint8 FPostProcessSettings::bOverride_MotionBlurMax

◆ bOverride_MotionBlurPerObjectSize

uint8 FPostProcessSettings::bOverride_MotionBlurPerObjectSize

◆ bOverride_MotionBlurTargetFPS

uint8 FPostProcessSettings::bOverride_MotionBlurTargetFPS

◆ bOverride_PathTracingEnableDenoiser

uint32 FPostProcessSettings::bOverride_PathTracingEnableDenoiser

◆ bOverride_PathTracingEnableEmissiveMaterials

uint32 FPostProcessSettings::bOverride_PathTracingEnableEmissiveMaterials

◆ bOverride_PathTracingEnableReferenceAtmosphere

uint32 FPostProcessSettings::bOverride_PathTracingEnableReferenceAtmosphere

◆ bOverride_PathTracingEnableReferenceDOF

uint32 FPostProcessSettings::bOverride_PathTracingEnableReferenceDOF

◆ bOverride_PathTracingIncludeDiffuse

uint32 FPostProcessSettings::bOverride_PathTracingIncludeDiffuse

◆ bOverride_PathTracingIncludeEmissive

uint32 FPostProcessSettings::bOverride_PathTracingIncludeEmissive

◆ bOverride_PathTracingIncludeIndirectDiffuse

uint32 FPostProcessSettings::bOverride_PathTracingIncludeIndirectDiffuse

◆ bOverride_PathTracingIncludeIndirectSpecular

uint32 FPostProcessSettings::bOverride_PathTracingIncludeIndirectSpecular

◆ bOverride_PathTracingIncludeIndirectVolume

uint32 FPostProcessSettings::bOverride_PathTracingIncludeIndirectVolume

◆ bOverride_PathTracingIncludeSpecular

uint32 FPostProcessSettings::bOverride_PathTracingIncludeSpecular

◆ bOverride_PathTracingIncludeVolume

uint32 FPostProcessSettings::bOverride_PathTracingIncludeVolume

◆ bOverride_PathTracingMaxBounces

uint32 FPostProcessSettings::bOverride_PathTracingMaxBounces

◆ bOverride_PathTracingMaxPathIntensity

uint32 FPostProcessSettings::bOverride_PathTracingMaxPathIntensity

◆ bOverride_PathTracingSamplesPerPixel

uint32 FPostProcessSettings::bOverride_PathTracingSamplesPerPixel

◆ bOverride_RayTracingAO

uint32 FPostProcessSettings::bOverride_RayTracingAO

◆ bOverride_RayTracingAOIntensity

uint32 FPostProcessSettings::bOverride_RayTracingAOIntensity

◆ bOverride_RayTracingAORadius

uint32 FPostProcessSettings::bOverride_RayTracingAORadius

◆ bOverride_RayTracingAOSamplesPerPixel

uint32 FPostProcessSettings::bOverride_RayTracingAOSamplesPerPixel

◆ bOverride_RayTracingGI

uint32 FPostProcessSettings::bOverride_RayTracingGI

◆ bOverride_RayTracingGIMaxBounces

uint32 FPostProcessSettings::bOverride_RayTracingGIMaxBounces

◆ bOverride_RayTracingGISamplesPerPixel

uint32 FPostProcessSettings::bOverride_RayTracingGISamplesPerPixel

◆ bOverride_RayTracingReflectionsMaxBounces

uint32 FPostProcessSettings::bOverride_RayTracingReflectionsMaxBounces

◆ bOverride_RayTracingReflectionsMaxRoughness

uint32 FPostProcessSettings::bOverride_RayTracingReflectionsMaxRoughness

◆ bOverride_RayTracingReflectionsSamplesPerPixel

uint32 FPostProcessSettings::bOverride_RayTracingReflectionsSamplesPerPixel

◆ bOverride_RayTracingReflectionsShadows

uint32 FPostProcessSettings::bOverride_RayTracingReflectionsShadows

◆ bOverride_RayTracingReflectionsTranslucency

uint32 FPostProcessSettings::bOverride_RayTracingReflectionsTranslucency

◆ bOverride_RayTracingTranslucencyMaxPrimaryHitEvents

uint32 FPostProcessSettings::bOverride_RayTracingTranslucencyMaxPrimaryHitEvents

◆ bOverride_RayTracingTranslucencyMaxRoughness

uint32 FPostProcessSettings::bOverride_RayTracingTranslucencyMaxRoughness

◆ bOverride_RayTracingTranslucencyMaxSecondaryHitEvents

uint32 FPostProcessSettings::bOverride_RayTracingTranslucencyMaxSecondaryHitEvents

◆ bOverride_RayTracingTranslucencyRefraction

uint32 FPostProcessSettings::bOverride_RayTracingTranslucencyRefraction

◆ bOverride_RayTracingTranslucencyRefractionRays

uint32 FPostProcessSettings::bOverride_RayTracingTranslucencyRefractionRays

◆ bOverride_RayTracingTranslucencySamplesPerPixel

uint32 FPostProcessSettings::bOverride_RayTracingTranslucencySamplesPerPixel

◆ bOverride_RayTracingTranslucencyShadows

uint32 FPostProcessSettings::bOverride_RayTracingTranslucencyShadows

◆ bOverride_RayTracingTranslucencyUseRayTracedRefraction

uint32 FPostProcessSettings::bOverride_RayTracingTranslucencyUseRayTracedRefraction

◆ bOverride_ReflectionMethod

uint8 FPostProcessSettings::bOverride_ReflectionMethod

◆ bOverride_ReflectionsType_DEPRECATED

uint32 FPostProcessSettings::bOverride_ReflectionsType_DEPRECATED

◆ bOverride_SceneColorTint

uint8 FPostProcessSettings::bOverride_SceneColorTint

◆ bOverride_SceneFringeIntensity

uint8 FPostProcessSettings::bOverride_SceneFringeIntensity

◆ bOverride_ScreenPercentage_DEPRECATED

uint8 FPostProcessSettings::bOverride_ScreenPercentage_DEPRECATED

◆ bOverride_ScreenSpaceReflectionIntensity

uint8 FPostProcessSettings::bOverride_ScreenSpaceReflectionIntensity

◆ bOverride_ScreenSpaceReflectionMaxRoughness

uint8 FPostProcessSettings::bOverride_ScreenSpaceReflectionMaxRoughness

◆ bOverride_ScreenSpaceReflectionQuality

uint8 FPostProcessSettings::bOverride_ScreenSpaceReflectionQuality

◆ bOverride_ScreenSpaceReflectionRoughnessScale

uint8 FPostProcessSettings::bOverride_ScreenSpaceReflectionRoughnessScale

◆ bOverride_Sharpen

uint8 FPostProcessSettings::bOverride_Sharpen

◆ bOverride_TemperatureType

uint8 FPostProcessSettings::bOverride_TemperatureType

◆ bOverride_ToneCurveAmount

uint8 FPostProcessSettings::bOverride_ToneCurveAmount

◆ bOverride_TranslucencyType

uint32 FPostProcessSettings::bOverride_TranslucencyType

◆ bOverride_UserFlags

uint8 FPostProcessSettings::bOverride_UserFlags

◆ bOverride_VignetteIntensity

uint8 FPostProcessSettings::bOverride_VignetteIntensity

◆ bOverride_WhiteTemp

uint8 FPostProcessSettings::bOverride_WhiteTemp

◆ bOverride_WhiteTint

uint8 FPostProcessSettings::bOverride_WhiteTint

◆ CameraISO

float FPostProcessSettings::CameraISO

The camera sensor sensitivity in ISO.

◆ ChromaticAberrationStartOffset

float FPostProcessSettings::ChromaticAberrationStartOffset

A normalized distance to the center of the framebuffer where the effect takes place.

◆ ColorContrast

FVector4 FPostProcessSettings::ColorContrast

Control the range of light and dark values in your scene. Lower values will reduce the difference between bright and dark areas while higher values will increase the difference between the bright and dark areas.

◆ ColorContrastHighlights

FVector4 FPostProcessSettings::ColorContrastHighlights

Control the range of light and dark values in the highlights region. Lower values will reduce the difference between bright and dark areas while higher values will increase the difference between the bright and dark areas.

◆ ColorContrastMidtones

FVector4 FPostProcessSettings::ColorContrastMidtones

Control the range of light and dark values in the mid-tone region. Lower values will reduce the difference between bright and dark areas while higher values will increase the difference between the bright and dark areas.

◆ ColorContrastShadows

FVector4 FPostProcessSettings::ColorContrastShadows

Control the range of light and dark values in your scene. Lower values will reduce the difference between bright and dark areas while higher values will increase the difference between the bright and dark areas.

◆ ColorCorrectionHighlightsMax

float FPostProcessSettings::ColorCorrectionHighlightsMax

This value sets the upper threshold for what is considered to be the highlight region of the image. This value should be larger than HighlightsMin. Default is 1.0, for backwards compatibility

◆ ColorCorrectionHighlightsMin

float FPostProcessSettings::ColorCorrectionHighlightsMin

This value sets the lower threshold for what is considered to be the highlight region of the image.

◆ ColorCorrectionShadowsMax

float FPostProcessSettings::ColorCorrectionShadowsMax

This value sets the threshold for what is considered to be the shadow region of the image.

◆ ColorGain

FVector4 FPostProcessSettings::ColorGain

This value multiplies the colors of the image. Raising or lowering this value will result in brightening or darkening the entire scene.

◆ ColorGainHighlights

FVector4 FPostProcessSettings::ColorGainHighlights

This value multiplies the colors in the highlight region. Raising or lowering this value will result in brightening or darkening the affected region.

◆ ColorGainMidtones

FVector4 FPostProcessSettings::ColorGainMidtones

This value multiplies the colors in the mid-tone region of the image. Raising or lowering this value will result in brightening or darkening the affected region.

◆ ColorGainShadows

FVector4 FPostProcessSettings::ColorGainShadows

This value multiplies the colors in the shadow region. Raising or lowering this value will result in brightening or darkening the affected region.

◆ ColorGamma

FVector4 FPostProcessSettings::ColorGamma

Control the luminance curve of the scene. Raising or lowering this value will result brightening or darkening the mid-tones of the entire image.

◆ ColorGammaHighlights

FVector4 FPostProcessSettings::ColorGammaHighlights

Control the luminance curve of the highlight region. Raising or lowering this value will result brightening or darkening the mid-tones of the highlight region.

◆ ColorGammaMidtones

FVector4 FPostProcessSettings::ColorGammaMidtones

Control the luminance curve of the mid-tone region of the image. Raising or lowering this value will result brightening or darkening the mid-tones of the image.

◆ ColorGammaShadows

FVector4 FPostProcessSettings::ColorGammaShadows

Control the luminance curve of the shadow region. Raising or lowering this value will result brightening or darkening the mid-tones of the shadow region.

◆ ColorGradingIntensity

float FPostProcessSettings::ColorGradingIntensity

Color grading lookup table intensity. 0 = no intensity, 1=full intensity

◆ ColorGradingLUT

TObjectPtr<class UTexture> FPostProcessSettings::ColorGradingLUT

Look up table texture to use or none of not used

◆ ColorOffset

FVector4 FPostProcessSettings::ColorOffset

This value is added to the colors of the scene. Raising or lowering this value will result in the image being more or less washed-out.

◆ ColorOffsetHighlights

FVector4 FPostProcessSettings::ColorOffsetHighlights

This value is added to the colors in the highlight region. Raising or lowering this value will result in the highlights being more or less washed-out.

◆ ColorOffsetMidtones

FVector4 FPostProcessSettings::ColorOffsetMidtones

This value is added to the colors in the mid-tone region of the image. Raising or lowering this value will result in the mid-tones being more or less washed-out.

◆ ColorOffsetShadows

FVector4 FPostProcessSettings::ColorOffsetShadows

This value is added to the colors in the shadow region. Raising or lowering this value will result in the shadows being more or less washed-out.

◆ ColorSaturation

FVector4 FPostProcessSettings::ColorSaturation

Control the intensity of the color(hue) for the entire image.Higher values will result in more vibrant colors.

◆ ColorSaturationHighlights

FVector4 FPostProcessSettings::ColorSaturationHighlights

Control the intensity of the color (hue) for the highlights region of the image. Higher values will result in more vibrant colors.

◆ ColorSaturationMidtones

FVector4 FPostProcessSettings::ColorSaturationMidtones

Control the intensity of the colors (hue) in the mid-tone region of the image. Higher values will result in more vibrant colors.

◆ ColorSaturationShadows

FVector4 FPostProcessSettings::ColorSaturationShadows

Control the intensity of the colors (hue) in the shadow region of the image. Higher values will result in more vibrant colors.

◆ DepthOfFieldAspectRatioScalar

float FPostProcessSettings::DepthOfFieldAspectRatioScalar

Amount to scale the output viewport's aspect ratio by when computing depth of field properties.

◆ DepthOfFieldBarrelLength

float FPostProcessSettings::DepthOfFieldBarrelLength

The lens barrel creates vignetting and occludes bokeh, i.e. cat's eye bokeh

◆ DepthOfFieldBarrelRadius

float FPostProcessSettings::DepthOfFieldBarrelRadius

The lens barrel creates vignetting and occludes bokeh, i.e. cat's eye bokeh

◆ DepthOfFieldBladeCount

int32 FPostProcessSettings::DepthOfFieldBladeCount

Defines the number of blades of the diaphragm within the lens (between 4 and 16).

◆ DepthOfFieldDepthBlurAmount

float FPostProcessSettings::DepthOfFieldDepthBlurAmount

CircleDOF only: Depth blur km for 50%

◆ DepthOfFieldDepthBlurRadius

float FPostProcessSettings::DepthOfFieldDepthBlurRadius

CircleDOF only: Depth blur radius in pixels at 1920x

◆ DepthOfFieldFarBlurSize

float FPostProcessSettings::DepthOfFieldFarBlurSize

Gaussian only: Maximum size of the Depth of Field blur (in percent of the view width) (note: performance cost scales with size)

◆ DepthOfFieldFarTransitionRegion

float FPostProcessSettings::DepthOfFieldFarTransitionRegion

To define the width of the transition region next to the focal region on the near side (cm)

◆ DepthOfFieldFocalDistance

float FPostProcessSettings::DepthOfFieldFocalDistance

Distance in which the Depth of Field effect should be sharp, in unreal units (cm)

◆ DepthOfFieldFocalRegion

float FPostProcessSettings::DepthOfFieldFocalRegion

Artificial region where all content is in focus, starting after DepthOfFieldFocalDistance, in unreal units (cm)

◆ DepthOfFieldMatteBoxFlags

FMatteBoxFlag FPostProcessSettings::DepthOfFieldMatteBoxFlags[3]

Panels around the front of the lens barrel that occlude bokeh

◆ DepthOfFieldNearBlurSize

float FPostProcessSettings::DepthOfFieldNearBlurSize

Gaussian only: Maximum size of the Depth of Field blur (in percent of the view width) (note: performance cost scales with size)

◆ DepthOfFieldNearTransitionRegion

float FPostProcessSettings::DepthOfFieldNearTransitionRegion

To define the width of the transition region next to the focal region on the near side (cm)

◆ DepthOfFieldOcclusion

float FPostProcessSettings::DepthOfFieldOcclusion

Occlusion tweak factor 1 (0.18 to get natural occlusion, 0.4 to solve layer color leaking issues)

◆ DepthOfFieldPetzvalBokeh

float FPostProcessSettings::DepthOfFieldPetzvalBokeh

Simulate stretching in blur and bokeh. Positive values for sagittal (swirly bokeh), negative values for tangential.

◆ DepthOfFieldPetzvalBokehFalloff

float FPostProcessSettings::DepthOfFieldPetzvalBokehFalloff

How quickly does the Petzval bokeh effect increase towards the edge of the image

◆ DepthOfFieldPetzvalExclusionBoxExtents

FVector2f FPostProcessSettings::DepthOfFieldPetzvalExclusionBoxExtents

Box, centered on screen, around which the Petzval effect is applied.

◆ DepthOfFieldPetzvalExclusionBoxRadius

float FPostProcessSettings::DepthOfFieldPetzvalExclusionBoxRadius

Corner radius

◆ DepthOfFieldScale

float FPostProcessSettings::DepthOfFieldScale

SM5: BokehDOF only: To amplify the depth of field effect (like aperture) 0=off ES3_1: Used to blend DoF. 0=off

◆ DepthOfFieldSkyFocusDistance

float FPostProcessSettings::DepthOfFieldSkyFocusDistance

Artificial distance to allow the skybox to be in focus (e.g. 200000), <=0 to switch the feature off, only for GaussianDOF, can cost performance

◆ DepthOfFieldSqueezeFactor

float FPostProcessSettings::DepthOfFieldSqueezeFactor

This is the squeeze factor for the DOF, which emulates the properties of anamorphic lenses.

◆ DepthOfFieldUseHairDepth

uint32 FPostProcessSettings::DepthOfFieldUseHairDepth

For depth of field to use the hair depth for computing circle of confusion size. Otherwise use an interpolated distance between the hair depth and the scene depth based on the hair coverage (default).

◆ DepthOfFieldVignetteSize

float FPostProcessSettings::DepthOfFieldVignetteSize

Artificial circular mask to (near) blur content outside the radius, only for GaussianDOF, diameter in percent of screen width, costs performance if the mask is used, keep Feather can Radius on default to keep it off

◆ DynamicGlobalIlluminationMethod

TEnumAsByte<EDynamicGlobalIlluminationMethod::Type> FPostProcessSettings::DynamicGlobalIlluminationMethod

Chooses the Dynamic Global Illumination method. Not compatible with Forward Shading.

◆ ExpandGamut

float FPostProcessSettings::ExpandGamut

Expand bright saturated colors outside the sRGB gamut to fake wide gamut rendering.

◆ FilmBlackClip

float FPostProcessSettings::FilmBlackClip

Lowers the toe of the tonemapper curve by this amount. Increasing this value causes more of the scene to clip to black. For most purposes, this property should remain 0

◆ FilmGrainHighlightsMax

float FPostProcessSettings::FilmGrainHighlightsMax

Sets the upper bound used for Film Grain Highlight Intensity. This value should be larger than HighlightsMin.. Default is 1.0, for backwards compatibility

◆ FilmGrainHighlightsMin

float FPostProcessSettings::FilmGrainHighlightsMin

Sets the lower bound used for Film Grain Highlight Intensity.

◆ FilmGrainIntensity

float FPostProcessSettings::FilmGrainIntensity

0..1 Film grain intensity to apply. LinearSceneColor *= lerp(1.0, DecodedFilmGrainTexture, FilmGrainIntensity)

◆ FilmGrainIntensityHighlights

float FPostProcessSettings::FilmGrainIntensityHighlights

Control over the grain intensity in the regions of the image considered highlight areas.

◆ FilmGrainIntensityMidtones

float FPostProcessSettings::FilmGrainIntensityMidtones

Control over the grain intensity in the mid-tone region of the image.

◆ FilmGrainIntensityShadows

float FPostProcessSettings::FilmGrainIntensityShadows

Control over the grain intensity in the regions of the image considered shadow areas.

◆ FilmGrainShadowsMax

float FPostProcessSettings::FilmGrainShadowsMax

Sets the upper bound used for Film Grain Shadow Intensity.

◆ FilmGrainTexelSize

float FPostProcessSettings::FilmGrainTexelSize

Controls the size of the film grain. Size of texel of FilmGrainTexture on screen.

◆ FilmGrainTexture

TObjectPtr<class UTexture2D> FPostProcessSettings::FilmGrainTexture

Defines film grain texture to use.

◆ FilmShoulder

float FPostProcessSettings::FilmShoulder

Sometimes referred to as highlight rolloff. Controls the contrast of the bright end of the tonemapper curve. Larger values increase contrast and smaller values decrease contrast.

◆ FilmSlope

float FPostProcessSettings::FilmSlope

Controls the overall steepness of the tonemapper curve. Larger values increase scene contrast and smaller values reduce contrast.

◆ FilmToe

float FPostProcessSettings::FilmToe

Controls the contrast of the dark end of the tonemapper curve. Larger values increase contrast and smaller values decrease contrast.

◆ FilmWhiteClip

float FPostProcessSettings::FilmWhiteClip

Controls the height of the tonemapper curve. Raising this value can cause bright values to more quickly approach fully-saturated white.

◆ GrainIntensity_DEPRECATED

float FPostProcessSettings::GrainIntensity_DEPRECATED

◆ GrainJitter_DEPRECATED

float FPostProcessSettings::GrainJitter_DEPRECATED

◆ HistogramLogMax

float FPostProcessSettings::HistogramLogMax

Histogram Max value. Expressed in Log2(Luminance) or in EV100 when using ExtendDefaultLuminanceRange (see project settings)

◆ HistogramLogMin

float FPostProcessSettings::HistogramLogMin

Histogram Min value. Expressed in Log2(Luminance) or in EV100 when using ExtendDefaultLuminanceRange (see project settings)

◆ IndirectLightingColor

FLinearColor FPostProcessSettings::IndirectLightingColor

Adjusts indirect lighting color. (1,1,1) is default. (0,0,0) to disable GI. The show flag 'Global Illumination' must be enabled to use this property.

◆ IndirectLightingIntensity

float FPostProcessSettings::IndirectLightingIntensity

Scales the indirect lighting contribution. A value of 0 disables GI. Default is 1. The show flag 'Global Illumination' must be enabled to use this property.

◆ kDefaultDepthOfFieldBladeCount

constexpr int32 FPostProcessSettings::kDefaultDepthOfFieldBladeCount = 5
staticconstexpr

◆ LensFlareBokehShape

TObjectPtr<class UTexture> FPostProcessSettings::LensFlareBokehShape

Defines the shape of the Bokeh when the image base lens flares are blurred, cannot be blended

◆ LensFlareBokehSize

float FPostProcessSettings::LensFlareBokehSize

Size of the Lens Blur (in percent of the view width) that is done with the Bokeh texture (note: performance cost is radius*radius)

◆ LensFlareIntensity

float FPostProcessSettings::LensFlareIntensity

Brightness scale of the image cased lens flares (linear)

◆ LensFlareThreshold

float FPostProcessSettings::LensFlareThreshold

Minimum brightness the lens flare starts having effect (this should be as high as possible to avoid the performance cost of blurring content that is too dark too see)

◆ LensFlareTint

FLinearColor FPostProcessSettings::LensFlareTint

Tint color for the image based lens flares.

◆ LensFlareTints

FLinearColor FPostProcessSettings::LensFlareTints[8]

RGB defines the lens flare color, A it's position. This is a temporary solution.

◆ LocalExposureBlurredLuminanceBlend

float FPostProcessSettings::LocalExposureBlurredLuminanceBlend

Local Exposure decomposes luminance of the frame into a base layer and a detail layer. Blend between bilateral filtered and blurred luminance as the base layer. Blurred luminance helps preserve image appearance and specular highlights, and reduce ringing. Good values are usually in the range 0.4 .. 0.6

◆ LocalExposureBlurredLuminanceKernelSizePercent

float FPostProcessSettings::LocalExposureBlurredLuminanceKernelSizePercent

Kernel size (percentage of screen) used to blur frame luminance.

◆ LocalExposureContrastScale_DEPRECATED

float FPostProcessSettings::LocalExposureContrastScale_DEPRECATED

◆ LocalExposureDetailStrength

float FPostProcessSettings::LocalExposureDetailStrength

Local Exposure decomposes luminance of the frame into a base layer and a detail layer. Value different than 1 will enable local exposure. This value should be set to 1 in most cases.

◆ LocalExposureHighlightContrastCurve

TObjectPtr<class UCurveFloat> FPostProcessSettings::LocalExposureHighlightContrastCurve = nullptr

Local Exposure Highlight Contrast based on the scene EV100. Used to calibrate Local Exposure differently depending on the average scene luminance.

◆ LocalExposureHighlightContrastScale

float FPostProcessSettings::LocalExposureHighlightContrastScale

Local Exposure decomposes luminance of the frame into a base layer and a detail layer. Contrast of the base layer is reduced based on this value. Value less than 1 will enable local exposure. Good values are usually in the range 0.6 .. 1.0.

◆ LocalExposureHighlightThreshold

float FPostProcessSettings::LocalExposureHighlightThreshold

Threshold used to determine which regions of the screen are considered highlights.

◆ LocalExposureHighlightThresholdStrength

float FPostProcessSettings::LocalExposureHighlightThresholdStrength

Strength of the highlight threshold.

◆ LocalExposureMethod

ELocalExposureMethod FPostProcessSettings::LocalExposureMethod

Local Exposure algorithm

◆ LocalExposureMiddleGreyBias

float FPostProcessSettings::LocalExposureMiddleGreyBias

Logarithmic adjustment for the local exposure middle grey. 0: no adjustment, -1:2x darker, -2:4x darker, 1:2x brighter, 2:4x brighter, ...

◆ LocalExposureShadowContrastCurve

TObjectPtr<class UCurveFloat> FPostProcessSettings::LocalExposureShadowContrastCurve = nullptr

Local Exposure Shadow Contrast based on the scene EV100. Used to calibrate Local Exposure differently depending on the average scene luminance.

◆ LocalExposureShadowContrastScale

float FPostProcessSettings::LocalExposureShadowContrastScale

Local Exposure decomposes luminance of the frame into a base layer and a detail layer. Contrast of the base layer is reduced based on this value. Value less than 1 will enable local exposure. Good values are usually in the range 0.6 .. 1.0.

◆ LocalExposureShadowThreshold

float FPostProcessSettings::LocalExposureShadowThreshold

Threshold used to determine which regions of the screen are considered shadows.

◆ LocalExposureShadowThresholdStrength

float FPostProcessSettings::LocalExposureShadowThresholdStrength

Strength of the shadow threshold.

◆ LPVDiffuseOcclusionExponent_DEPRECATED

float FPostProcessSettings::LPVDiffuseOcclusionExponent_DEPRECATED

◆ LPVDiffuseOcclusionIntensity_DEPRECATED

float FPostProcessSettings::LPVDiffuseOcclusionIntensity_DEPRECATED

◆ LPVDirectionalOcclusionFadeRange_DEPRECATED

float FPostProcessSettings::LPVDirectionalOcclusionFadeRange_DEPRECATED

◆ LPVDirectionalOcclusionIntensity_DEPRECATED

float FPostProcessSettings::LPVDirectionalOcclusionIntensity_DEPRECATED

◆ LPVDirectionalOcclusionRadius_DEPRECATED

float FPostProcessSettings::LPVDirectionalOcclusionRadius_DEPRECATED

◆ LPVEmissiveInjectionIntensity_DEPRECATED

float FPostProcessSettings::LPVEmissiveInjectionIntensity_DEPRECATED

◆ LPVFadeRange_DEPRECATED

float FPostProcessSettings::LPVFadeRange_DEPRECATED

◆ LPVGeometryVolumeBias_DEPRECATED

float FPostProcessSettings::LPVGeometryVolumeBias_DEPRECATED

◆ LPVIntensity_DEPRECATED

float FPostProcessSettings::LPVIntensity_DEPRECATED

◆ LPVSecondaryBounceIntensity_DEPRECATED

float FPostProcessSettings::LPVSecondaryBounceIntensity_DEPRECATED

◆ LPVSecondaryOcclusionIntensity_DEPRECATED

float FPostProcessSettings::LPVSecondaryOcclusionIntensity_DEPRECATED

◆ LPVSize_DEPRECATED

float FPostProcessSettings::LPVSize_DEPRECATED

◆ LPVSpecularOcclusionExponent_DEPRECATED

float FPostProcessSettings::LPVSpecularOcclusionExponent_DEPRECATED

◆ LPVSpecularOcclusionIntensity_DEPRECATED

float FPostProcessSettings::LPVSpecularOcclusionIntensity_DEPRECATED

◆ LPVVplInjectionBias_DEPRECATED

float FPostProcessSettings::LPVVplInjectionBias_DEPRECATED

◆ LumenDiffuseColorBoost

float FPostProcessSettings::LumenDiffuseColorBoost

Allows brightening indirect lighting by calculating material diffuse color for indirect lighting. Values above 1 (original diffuse color) aren't physically correct, but they can be useful as an art direction knob to increase the amount of bounced light in the scene. Best to keep below 2 as it also causes reflections to be brighter than the scene.

◆ LumenFinalGatherLightingUpdateSpeed

float FPostProcessSettings::LumenFinalGatherLightingUpdateSpeed

Controls how much Lumen Final Gather is allowed to cache lighting results to improve performance. Larger scales cause lighting changes to propagate faster, but increase GPU cost and noise.

◆ LumenFinalGatherQuality

float FPostProcessSettings::LumenFinalGatherQuality

Scales Lumen's Final Gather quality. Larger scales reduce noise, but greatly increase GPU cost.

◆ LumenFinalGatherScreenTraces

uint8 FPostProcessSettings::LumenFinalGatherScreenTraces

Whether to use screen space traces for Lumen Global Illumination. Screen space traces bypass Lumen Scene and instead sample Scene Depth and Scene Color. This improves quality, as it bypasses Lumen Scene, but causes view dependent lighting.

◆ LumenFrontLayerTranslucencyReflections

uint8 FPostProcessSettings::LumenFrontLayerTranslucencyReflections

Whether to use high quality mirror reflections on the front layer of translucent surfaces. Other layers will use the lower quality Radiance Cache method that can only produce glossy reflections. Increases GPU cost when enabled.

◆ LumenFullSkylightLeakingDistance

float FPostProcessSettings::LumenFullSkylightLeakingDistance

Controls the distance from a receiving surface where skylight leaking reaches its full intensity. Smaller values make the skylight leaking flatter, while larger values create an Ambient Occlusion effect.

◆ LumenMaxReflectionBounces

int32 FPostProcessSettings::LumenMaxReflectionBounces

Sets the maximum number of recursive reflection bounces. 1 means a single reflection ray (no secondary reflections in mirrors). Currently only supported by Hardware Ray Tracing with Hit Lighting.

◆ LumenMaxRefractionBounces

int32 FPostProcessSettings::LumenMaxRefractionBounces

The maximum count of refraction event to trace. When hit lighting is used, Translucent meshes will be traced when LumenMaxRefractionBounces > 0, making the reflection tracing more expenssive.

◆ LumenMaxRoughnessToTraceReflections

float FPostProcessSettings::LumenMaxRoughnessToTraceReflections

Sets the maximum roughness value for which Lumen still traces dedicated reflection rays. Higher values improve reflection quality, but greatly increase GPU cost.

◆ LumenMaxTraceDistance

float FPostProcessSettings::LumenMaxTraceDistance

Controls the maximum distance that Lumen should trace while solving lighting. Values that are too small will cause lighting to leak into large caves, while values that are large will increase GPU cost.

◆ LumenRayLightingMode

ELumenRayLightingModeOverride FPostProcessSettings::LumenRayLightingMode

Controls how Lumen rays are lit when Lumen is using Hardware Ray Tracing. By default, Lumen uses the Surface Cache for best performance, but can be set to 'Hit Lighting' for higher quality.

◆ LumenReflectionQuality

float FPostProcessSettings::LumenReflectionQuality

Scales the Reflection quality. Larger scales reduce noise in reflections, but increase GPU cost.

◆ LumenReflectionsScreenTraces

uint8 FPostProcessSettings::LumenReflectionsScreenTraces

Whether to use screen space traces for Lumen Reflections. Screen space traces bypass Lumen Scene and instead sample Scene Depth and Scene Color. This improves quality, as it bypasses Lumen Scene, but causes view dependent lighting.

◆ LumenSceneDetail

float FPostProcessSettings::LumenSceneDetail

Controls the size of instances that can be represented in Lumen Scene. Larger values will ensure small objects are represented, but increase GPU cost.

◆ LumenSceneLightingQuality

float FPostProcessSettings::LumenSceneLightingQuality

Scales Lumen Scene's quality. Larger scales cause Lumen Scene to be calculated with a higher fidelity, which can be visible in reflections, but increase GPU cost.

◆ LumenSceneLightingUpdateSpeed

float FPostProcessSettings::LumenSceneLightingUpdateSpeed

Controls how much Lumen Scene is allowed to cache lighting results to improve performance. Larger scales cause lighting changes to propagate faster, but increase GPU cost.

◆ LumenSceneViewDistance

float FPostProcessSettings::LumenSceneViewDistance

Sets the maximum view distance of the scene that Lumen maintains for ray tracing against. Larger values will increase the effective range of sky shadowing and Global Illumination, but increase GPU cost.

◆ LumenSkylightLeaking

float FPostProcessSettings::LumenSkylightLeaking

Controls what fraction of the skylight intensity should be allowed to leak. This can be useful as an art direction knob (non-physically based) to keep indoor areas from going fully black.

◆ LumenSkylightLeakingTint

FLinearColor FPostProcessSettings::LumenSkylightLeakingTint

Color tint for Lumen Skylight Leaking.

◆ LumenSurfaceCacheResolution

float FPostProcessSettings::LumenSurfaceCacheResolution

Scale factor for Lumen Surface Cache resolution, for Scene Capture. Smaller values save GPU memory, at a cost in quality. Defaults to 0.5 if not overridden.

◆ MotionBlurAmount

float FPostProcessSettings::MotionBlurAmount

Strength of motion blur, 0:off

◆ MotionBlurMax

float FPostProcessSettings::MotionBlurMax

max distortion caused by motion blur, in percent of the screen width, 0:off

◆ MotionBlurPerObjectSize

float FPostProcessSettings::MotionBlurPerObjectSize

The minimum projected screen radius for a primitive to be drawn in the velocity pass, percentage of screen width. smaller numbers cause more draw calls, default: 4%

◆ MotionBlurTargetFPS

int32 FPostProcessSettings::MotionBlurTargetFPS

Defines the target FPS for motion blur. Makes motion blur independent of actual frame rate and relative to the specified target FPS instead. Higher target FPS results in shorter frames, which means shorter shutter times and less motion blur. Lower FPS means more motion blur. A value of zero makes the motion blur dependent on the actual frame rate.

◆ PathTracingEnableDenoiser

uint32 FPostProcessSettings::PathTracingEnableDenoiser

Run the currently loaded denoiser plugin on the last sample to remove noise from the output. Has no effect if a plug-in is not loaded.

◆ PathTracingEnableEmissiveMaterials

uint32 FPostProcessSettings::PathTracingEnableEmissiveMaterials

Should emissive materials contribute to scene lighting?

◆ PathTracingEnableReferenceAtmosphere

uint32 FPostProcessSettings::PathTracingEnableReferenceAtmosphere

Enables path tracing in the atmosphere instead of baking the sky atmosphere contribution into a skylight. Any skylight present in the scene will be automatically ignored when this is enabled.

◆ PathTracingEnableReferenceDOF

uint32 FPostProcessSettings::PathTracingEnableReferenceDOF

Enables a reference quality depth-of-field which replaces the post-process effect.

◆ PathTracingIncludeDiffuse

uint32 FPostProcessSettings::PathTracingIncludeDiffuse

Should the render include diffuse lighting contributions?

◆ PathTracingIncludeEmissive

uint32 FPostProcessSettings::PathTracingIncludeEmissive

Should the render include directly visible emissive elements?

◆ PathTracingIncludeIndirectDiffuse

uint32 FPostProcessSettings::PathTracingIncludeIndirectDiffuse

Should the render include indirect diffuse lighting contributions?

◆ PathTracingIncludeIndirectSpecular

uint32 FPostProcessSettings::PathTracingIncludeIndirectSpecular

Should the render include indirect specular lighting contributions?

◆ PathTracingIncludeIndirectVolume

uint32 FPostProcessSettings::PathTracingIncludeIndirectVolume

Should the render include volume lighting contributions?

◆ PathTracingIncludeSpecular

uint32 FPostProcessSettings::PathTracingIncludeSpecular

Should the render include specular lighting contributions?

◆ PathTracingIncludeVolume

uint32 FPostProcessSettings::PathTracingIncludeVolume

Should the render include volume lighting contributions?

◆ PathTracingMaxBounces

int32 FPostProcessSettings::PathTracingMaxBounces

Sets the path tracing maximum bounces

◆ PathTracingMaxPathIntensity

float FPostProcessSettings::PathTracingMaxPathIntensity

Sets the maximum intensity of indirect samples to reduce fireflies. Lowering this value reduces noise at the expense of accuracy. Increasing it is more accurate but may lead to more noise.

◆ PathTracingSamplesPerPixel

int32 FPostProcessSettings::PathTracingSamplesPerPixel

Sets the samples per pixel for the path tracer.

◆ RayTracingAO

uint32 FPostProcessSettings::RayTracingAO

Enables ray tracing ambient occlusion.

◆ RayTracingAOIntensity

float FPostProcessSettings::RayTracingAOIntensity

Scalar factor on the ray-tracing ambient occlusion score.

◆ RayTracingAORadius

float FPostProcessSettings::RayTracingAORadius

Defines the world-space search radius for occlusion rays.

◆ RayTracingAOSamplesPerPixel

int32 FPostProcessSettings::RayTracingAOSamplesPerPixel

Sets the samples per pixel for ray tracing ambient occlusion.

◆ RayTracingTranslucencyMaxPrimaryHitEvents

int32 FPostProcessSettings::RayTracingTranslucencyMaxPrimaryHitEvents

Maximum number of hit events allowed on primary ray paths

◆ RayTracingTranslucencyMaxRoughness

float FPostProcessSettings::RayTracingTranslucencyMaxRoughness

Sets the maximum roughness until which ray tracing translucency will be visible (lower value is faster). Translucency contribution is smoothly faded when close to roughness threshold. This parameter behaves similarly to ScreenSpaceReflectionMaxRoughness.

◆ RayTracingTranslucencyMaxSecondaryHitEvents

int32 FPostProcessSettings::RayTracingTranslucencyMaxSecondaryHitEvents

Maximum number of hit events allowed on secondary ray paths

◆ RayTracingTranslucencyRefraction

uint8 FPostProcessSettings::RayTracingTranslucencyRefraction

Sets whether refraction should be enabled or not (if not rays will not scatter and only travel in the same direction as before the intersection event).

◆ RayTracingTranslucencyRefractionRays

int32 FPostProcessSettings::RayTracingTranslucencyRefractionRays

Sets the maximum number of ray tracing refraction rays.

◆ RayTracingTranslucencySamplesPerPixel

int32 FPostProcessSettings::RayTracingTranslucencySamplesPerPixel

Sets the samples per pixel for ray traced translucency.

◆ RayTracingTranslucencyShadows

EReflectedAndRefractedRayTracedShadows FPostProcessSettings::RayTracingTranslucencyShadows

Sets the translucency shadows type.

◆ RayTracingTranslucencyUseRayTracedRefraction

uint8 FPostProcessSettings::RayTracingTranslucencyUseRayTracedRefraction

Whether to use ray traced refraction which currently doesn't work well with rough refraction or simulate it using a screen space effect

◆ ReflectionMethod

TEnumAsByte<EReflectionMethod::Type> FPostProcessSettings::ReflectionMethod

Chooses the Reflection method. Not compatible with Forward Shading.

◆ ReflectionsType_DEPRECATED

EReflectionsType FPostProcessSettings::ReflectionsType_DEPRECATED

◆ SceneColorTint

FLinearColor FPostProcessSettings::SceneColorTint

Scene tint color

◆ SceneFringeIntensity

float FPostProcessSettings::SceneFringeIntensity

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.

◆ ScreenPercentage_DEPRECATED

float FPostProcessSettings::ScreenPercentage_DEPRECATED

◆ ScreenSpaceReflectionIntensity

float FPostProcessSettings::ScreenSpaceReflectionIntensity

Enable/Fade/disable the Screen Space Reflection feature, in percent, avoid numbers between 0 and 1 fo consistency

◆ ScreenSpaceReflectionMaxRoughness

float FPostProcessSettings::ScreenSpaceReflectionMaxRoughness

Until what roughness we fade the screen space reflections, 0.8 works well, smaller can run faster

◆ ScreenSpaceReflectionQuality

float FPostProcessSettings::ScreenSpaceReflectionQuality

0=lowest quality..100=maximum quality, only a few quality levels are implemented, no soft transition, 50 is the default for better performance.

◆ Sharpen

float FPostProcessSettings::Sharpen

Controls the strength of image sharpening applied during tonemapping.

◆ TemperatureType

TEnumAsByte<enum ETemperatureMethod> FPostProcessSettings::TemperatureType

Selects the type of temperature calculation. White Balance uses the Temperature value to control the virtual camera's White Balance. This is the default selection. Color Temperature uses the Temperature value to adjust the color temperature of the scene, which is the inverse of the White Balance operation.

◆ ToneCurveAmount

float FPostProcessSettings::ToneCurveAmount

Allow effect of Tone Curve to be reduced (Set ToneCurveAmount and ExpandGamut to 0.0 to fully disable tone curve)

◆ TranslucencyType

ETranslucencyType FPostProcessSettings::TranslucencyType

Sets the translucency type

◆ UserFlags

int32 FPostProcessSettings::UserFlags

Per-view user flags accessible in materials via TestPostVolumeUserFlag node, allowing per-view overrides of material behavior.

◆ VignetteIntensity

float FPostProcessSettings::VignetteIntensity

0..1 0=off/no vignette .. 1=strong vignette

◆ WeightedBlendables

FWeightedBlendables FPostProcessSettings::WeightedBlendables

Allows custom post process materials to be defined, using a MaterialInstance with the same Material as its parent to allow blending. For materials this needs to be the "PostProcess" domain type. This can be used for any UObject object implementing the IBlendableInterface (e.g. could be used to fade weather settings).

◆ WhiteTemp

float FPostProcessSettings::WhiteTemp

Controls the color temperature or white balance in degrees Kelvin which the scene considers as white light.

◆ WhiteTint

float FPostProcessSettings::WhiteTint

Controls the color of the scene along the magenta - green axis (orthogonal to the color temperature). This feature is equivalent to color tint in digital cameras.


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