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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#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 | |
| FPostProcessSettings & | operator= (const FPostProcessSettings &)=default |
| FPostProcessSettings & | operator= (FPostProcessSettings &&)=default |
| PRAGMA_ENABLE_DEPRECATION_WARNINGS void | SetBaseValues () |
Static Public Member Functions | |
| static ENGINE_API const FPostProcessSettings & | GetDefault () |
Static Public Attributes | |
| static constexpr int32 | kDefaultDepthOfFieldBladeCount = 5 |
To be able to use struct PostProcessSettings.
| FPostProcessSettings::FPostProcessSettings | ( | ) |
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Used to define the values before any override happens. Should be as neutral as possible.
| FPostProcessSettings::UPROPERTY | ( | EditAnywhere | , |
| BlueprintReadWrite | , | ||
| Category | = "Lens|Camera", |
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| meta | = (ClampMin="0.01", ClampMax="8000.0", editcondition="bOverride_CameraShutterSpeed", DisplayName="Shutter Speed (1/s)") |
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| ) |
The camera shutter in 1/seconds.
| FPostProcessSettings::UPROPERTY | ( | EditAnywhere | , |
| BlueprintReadWrite | , | ||
| Category | = "Lens|Depth of Field", |
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| meta | = (ForceUnits=mm, ClampMin="0.1", UIMin="0.1", UIMax="1000.0", editcondition="bOverride_DepthOfFieldSensorWidth", DisplayName="Sensor Width (mm)") |
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| ) |
Width of the camera sensor to assume, in mm.
| FPostProcessSettings::UPROPERTY | ( | interp | , |
| BlueprintReadWrite | , | ||
| Category | = "Lens|Camera", |
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| meta | = (ClampMin="0.0", ClampMax="32.0", editcondition="bOverride_DepthOfFieldMinFstop", DisplayName="Maximum Aperture (min F-stop)") |
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| ) |
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.
| FPostProcessSettings::UPROPERTY | ( | interp | , |
| BlueprintReadWrite | , | ||
| Category | = "Lens|Camera", |
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| meta | = (ClampMin="1.0", ClampMax="32.0", editcondition="bOverride_DepthOfFieldFstop", DisplayName="Aperture (F-stop)") |
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| ) |
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
| TObjectPtr<class UTextureCube> FPostProcessSettings::AmbientCubemap |
The Ambient cubemap (Affects diffuse and specular shading), blends additively which if different from all other settings here
| float FPostProcessSettings::AmbientCubemapIntensity |
To scale the Ambient cubemap brightness >=0: off, 1(default), >1 brighter
| FLinearColor FPostProcessSettings::AmbientCubemapTint |
AmbientCubemap tint color
| float FPostProcessSettings::AmbientOcclusionBias |
>0, in unreal units, default (3.0) works well for flat surfaces but can reduce details
| 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
| 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)
| float FPostProcessSettings::AmbientOcclusionFadeRadius |
>0, in unreal units, how many units before AmbientOcclusionFadeOutDistance it starts fading out
| 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
| 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
| float FPostProcessSettings::AmbientOcclusionMipScale |
Affects the radius AO radius scale over the multiple mips (lower resolution versions)
| float FPostProcessSettings::AmbientOcclusionMipThreshold |
to tweak the bilateral upsampling when using multiple mips (lower resolution versions)
| float FPostProcessSettings::AmbientOcclusionPower |
>0, in unreal units, bigger values means even distant surfaces affect the ambient occlusion
| float FPostProcessSettings::AmbientOcclusionQuality |
0=lowest quality..100=maximum quality, only a few quality levels are implemented, no soft transition
| float FPostProcessSettings::AmbientOcclusionRadius |
>0, in unreal units, bigger values means even distant surfaces affect the ambient occlusion
| uint32 FPostProcessSettings::AmbientOcclusionRadiusInWS |
true: AO radius is in world space units, false: AO radius is locked the view space in 400 units
| 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
| float FPostProcessSettings::AmbientOcclusionTemporalBlendWeight |
How much to blend the current frame with previous frames when using GTAO with temporal accumulation
| uint32 FPostProcessSettings::AutoExposureApplyPhysicalCameraExposure |
Enables physical camera exposure using ShutterSpeed/ISO/Aperture.
| 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, ...
| 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.
| 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, ...
| float FPostProcessSettings::AutoExposureCalibrationConstant_DEPRECATED |
Calibration constant for 18% albedo, deprecating this value.
| 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
| 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
| 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).
| 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.
| TEnumAsByte<enum EAutoExposureMethod> FPostProcessSettings::AutoExposureMethod |
Luminance computation method
| 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).
| float FPostProcessSettings::AutoExposureSpeedDown |
>0
| float FPostProcessSettings::AutoExposureSpeedUp |
>0
| 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
| FLinearColor FPostProcessSettings::Bloom1Tint |
Bloom1 tint color
| 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
| FLinearColor FPostProcessSettings::Bloom2Tint |
Bloom2 tint color
| 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
| FLinearColor FPostProcessSettings::Bloom3Tint |
Bloom3 tint color
| 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
| FLinearColor FPostProcessSettings::Bloom4Tint |
Bloom4 tint color
| 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
| FLinearColor FPostProcessSettings::Bloom5Tint |
Bloom5 tint color
| 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
| FLinearColor FPostProcessSettings::Bloom6Tint |
Bloom6 tint color
| 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.
| FVector2D FPostProcessSettings::BloomConvolutionCenterUV |
The UV location of the center of the kernel. Should be very close to (.5,.5)
| float FPostProcessSettings::BloomConvolutionIntensity |
Multiplier for Convolution bloom contributions >=0: off, 1(default), >1 brighter
| float FPostProcessSettings::BloomConvolutionPreFilterMax |
Boost intensity of select pixels prior to computing bloom convolution (Min, Max, Multiplier). Max < Min disables
| float FPostProcessSettings::BloomConvolutionPreFilterMin |
Boost intensity of select pixels prior to computing bloom convolution (Min, Max, Multiplier). Max < Min disables
| float FPostProcessSettings::BloomConvolutionPreFilterMult |
Boost intensity of select pixels prior to computing bloom convolution (Min, Max, Multiplier). Max < Min disables
| 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.
| float FPostProcessSettings::BloomConvolutionSize |
Relative size of the convolution kernel image compared to the minor axis of the viewport
| TObjectPtr<class UTexture2D> FPostProcessSettings::BloomConvolutionTexture |
Texture to replace default convolution bloom kernel
| TObjectPtr<class UTexture> FPostProcessSettings::BloomDirtMask |
Texture that defines the dirt on the camera lens where the light of very bright objects is scattered.
| float FPostProcessSettings::BloomDirtMaskIntensity |
BloomDirtMask intensity
| FLinearColor FPostProcessSettings::BloomDirtMaskTint |
BloomDirtMask tint color
| float FPostProcessSettings::BloomGaussianIntensity |
Multiplier for Gaussian bloom contributions >=0: off, 1(default), >1 brighter
| float FPostProcessSettings::BloomIntensity |
Multiplier for all bloom contributions >=0: off, 1(default), >1 brighter
| 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.
| float FPostProcessSettings::BloomSizeScale |
Scale for all bloom sizes
| 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
| float FPostProcessSettings::BlueCorrection |
Correct for artifacts with "electric" blues due to the ACEScg color space. Bright blue desaturates instead of going to violet.
| 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.
| uint8 FPostProcessSettings::bMobileHQGaussian |
Enable HQ Gaussian on high end mobile platforms. (ES3_1)
| uint8 FPostProcessSettings::bOverride_AmbientCubemapIntensity |
| uint8 FPostProcessSettings::bOverride_AmbientCubemapTint |
| uint8 FPostProcessSettings::bOverride_AmbientOcclusionBias |
| uint8 FPostProcessSettings::bOverride_AmbientOcclusionDistance_DEPRECATED |
| uint8 FPostProcessSettings::bOverride_AmbientOcclusionFadeDistance |
| uint8 FPostProcessSettings::bOverride_AmbientOcclusionFadeRadius |
| uint8 FPostProcessSettings::bOverride_AmbientOcclusionIntensity |
| uint8 FPostProcessSettings::bOverride_AmbientOcclusionMipBlend |
| uint8 FPostProcessSettings::bOverride_AmbientOcclusionMipScale |
| uint8 FPostProcessSettings::bOverride_AmbientOcclusionMipThreshold |
| uint8 FPostProcessSettings::bOverride_AmbientOcclusionPower |
| uint8 FPostProcessSettings::bOverride_AmbientOcclusionQuality |
| uint8 FPostProcessSettings::bOverride_AmbientOcclusionRadius |
| uint8 FPostProcessSettings::bOverride_AmbientOcclusionRadiusInWS |
| uint8 FPostProcessSettings::bOverride_AmbientOcclusionStaticFraction |
| uint8 FPostProcessSettings::bOverride_AmbientOcclusionTemporalBlendWeight |
| uint8 FPostProcessSettings::bOverride_AutoExposureApplyPhysicalCameraExposure |
| uint8 FPostProcessSettings::bOverride_AutoExposureBias |
| 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.
| uint8 FPostProcessSettings::bOverride_AutoExposureBiasCurve |
| uint8 FPostProcessSettings::bOverride_AutoExposureCalibrationConstant_DEPRECATED |
| uint8 FPostProcessSettings::bOverride_AutoExposureHighPercent |
| uint8 FPostProcessSettings::bOverride_AutoExposureLowPercent |
| uint8 FPostProcessSettings::bOverride_AutoExposureMaxBrightness |
| uint8 FPostProcessSettings::bOverride_AutoExposureMeterMask |
| uint8 FPostProcessSettings::bOverride_AutoExposureMethod |
| uint8 FPostProcessSettings::bOverride_AutoExposureMinBrightness |
| uint8 FPostProcessSettings::bOverride_AutoExposureSpeedDown |
| uint8 FPostProcessSettings::bOverride_AutoExposureSpeedUp |
| uint8 FPostProcessSettings::bOverride_Bloom1Size |
| uint8 FPostProcessSettings::bOverride_Bloom1Tint |
| uint8 FPostProcessSettings::bOverride_Bloom2Size |
| uint8 FPostProcessSettings::bOverride_Bloom2Tint |
| uint8 FPostProcessSettings::bOverride_Bloom3Size |
| uint8 FPostProcessSettings::bOverride_Bloom3Tint |
| uint8 FPostProcessSettings::bOverride_Bloom4Size |
| uint8 FPostProcessSettings::bOverride_Bloom4Tint |
| uint8 FPostProcessSettings::bOverride_Bloom5Size |
| uint8 FPostProcessSettings::bOverride_Bloom5Tint |
| uint8 FPostProcessSettings::bOverride_Bloom6Size |
| uint8 FPostProcessSettings::bOverride_Bloom6Tint |
| uint8 FPostProcessSettings::bOverride_BloomConvolutionBufferScale |
| uint8 FPostProcessSettings::bOverride_BloomConvolutionCenterUV |
| uint8 FPostProcessSettings::bOverride_BloomConvolutionIntensity |
| uint8 FPostProcessSettings::bOverride_BloomConvolutionPreFilter_DEPRECATED |
| uint8 FPostProcessSettings::bOverride_BloomConvolutionPreFilterMax |
| uint8 FPostProcessSettings::bOverride_BloomConvolutionPreFilterMin |
| uint8 FPostProcessSettings::bOverride_BloomConvolutionPreFilterMult |
| uint8 FPostProcessSettings::bOverride_BloomConvolutionScatterDispersion |
| uint8 FPostProcessSettings::bOverride_BloomConvolutionSize |
| uint8 FPostProcessSettings::bOverride_BloomConvolutionTexture |
| uint8 FPostProcessSettings::bOverride_BloomDirtMask |
| uint8 FPostProcessSettings::bOverride_BloomDirtMaskIntensity |
| uint8 FPostProcessSettings::bOverride_BloomDirtMaskTint |
| uint8 FPostProcessSettings::bOverride_BloomGaussianIntensity |
| uint8 FPostProcessSettings::bOverride_BloomIntensity |
| uint8 FPostProcessSettings::bOverride_BloomMethod |
| uint8 FPostProcessSettings::bOverride_BloomSizeScale |
| uint8 FPostProcessSettings::bOverride_BloomThreshold |
| uint8 FPostProcessSettings::bOverride_BlueCorrection |
| uint8 FPostProcessSettings::bOverride_bMegaLights |
| uint8 FPostProcessSettings::bOverride_CameraISO |
| uint8 FPostProcessSettings::bOverride_CameraShutterSpeed |
| uint8 FPostProcessSettings::bOverride_ChromaticAberrationStartOffset |
| uint8 FPostProcessSettings::bOverride_ColorContrast |
| uint8 FPostProcessSettings::bOverride_ColorContrastHighlights |
| uint8 FPostProcessSettings::bOverride_ColorContrastMidtones |
| uint8 FPostProcessSettings::bOverride_ColorContrastShadows |
| uint8 FPostProcessSettings::bOverride_ColorCorrectionHighlightsMax |
| uint8 FPostProcessSettings::bOverride_ColorCorrectionHighlightsMin |
| uint8 FPostProcessSettings::bOverride_ColorCorrectionShadowsMax |
| uint8 FPostProcessSettings::bOverride_ColorGain |
| uint8 FPostProcessSettings::bOverride_ColorGainHighlights |
| uint8 FPostProcessSettings::bOverride_ColorGainMidtones |
| uint8 FPostProcessSettings::bOverride_ColorGainShadows |
| uint8 FPostProcessSettings::bOverride_ColorGamma |
| uint8 FPostProcessSettings::bOverride_ColorGammaHighlights |
| uint8 FPostProcessSettings::bOverride_ColorGammaMidtones |
| uint8 FPostProcessSettings::bOverride_ColorGammaShadows |
| uint8 FPostProcessSettings::bOverride_ColorGradingIntensity |
| uint8 FPostProcessSettings::bOverride_ColorGradingLUT |
| uint8 FPostProcessSettings::bOverride_ColorOffset |
| uint8 FPostProcessSettings::bOverride_ColorOffsetHighlights |
| uint8 FPostProcessSettings::bOverride_ColorOffsetMidtones |
| uint8 FPostProcessSettings::bOverride_ColorOffsetShadows |
| uint8 FPostProcessSettings::bOverride_ColorSaturation |
| uint8 FPostProcessSettings::bOverride_ColorSaturationHighlights |
| uint8 FPostProcessSettings::bOverride_ColorSaturationMidtones |
| uint8 FPostProcessSettings::bOverride_ColorSaturationShadows |
| uint8 FPostProcessSettings::bOverride_DepthOfFieldAspectRatioScalar |
| uint8 FPostProcessSettings::bOverride_DepthOfFieldBarrelLength |
| uint8 FPostProcessSettings::bOverride_DepthOfFieldBarrelRadius |
| uint8 FPostProcessSettings::bOverride_DepthOfFieldBladeCount |
| uint8 FPostProcessSettings::bOverride_DepthOfFieldDepthBlurAmount |
| uint8 FPostProcessSettings::bOverride_DepthOfFieldDepthBlurRadius |
| uint8 FPostProcessSettings::bOverride_DepthOfFieldFarBlurSize |
| uint8 FPostProcessSettings::bOverride_DepthOfFieldFarTransitionRegion |
| uint8 FPostProcessSettings::bOverride_DepthOfFieldFocalDistance |
| uint8 FPostProcessSettings::bOverride_DepthOfFieldFocalRegion |
| uint8 FPostProcessSettings::bOverride_DepthOfFieldFstop |
| uint8 FPostProcessSettings::bOverride_DepthOfFieldMatteBoxFlags |
| uint8 FPostProcessSettings::bOverride_DepthOfFieldMinFstop |
| uint8 FPostProcessSettings::bOverride_DepthOfFieldNearBlurSize |
| uint8 FPostProcessSettings::bOverride_DepthOfFieldNearTransitionRegion |
| uint8 FPostProcessSettings::bOverride_DepthOfFieldOcclusion |
| uint8 FPostProcessSettings::bOverride_DepthOfFieldPetzvalBokeh |
| uint8 FPostProcessSettings::bOverride_DepthOfFieldPetzvalBokehFalloff |
| uint8 FPostProcessSettings::bOverride_DepthOfFieldPetzvalExclusionBoxExtents |
| uint8 FPostProcessSettings::bOverride_DepthOfFieldPetzvalExclusionBoxRadius |
| uint8 FPostProcessSettings::bOverride_DepthOfFieldScale |
| uint8 FPostProcessSettings::bOverride_DepthOfFieldSensorWidth |
| uint8 FPostProcessSettings::bOverride_DepthOfFieldSkyFocusDistance |
| uint8 FPostProcessSettings::bOverride_DepthOfFieldSqueezeFactor |
| uint8 FPostProcessSettings::bOverride_DepthOfFieldUseHairDepth |
| uint8 FPostProcessSettings::bOverride_DepthOfFieldVignetteSize |
| uint32 FPostProcessSettings::bOverride_DynamicGlobalIlluminationMethod |
| uint8 FPostProcessSettings::bOverride_ExpandGamut |
| uint8 FPostProcessSettings::bOverride_FilmBlackClip |
| uint8 FPostProcessSettings::bOverride_FilmGrainHighlightsMax |
| uint8 FPostProcessSettings::bOverride_FilmGrainHighlightsMin |
| uint8 FPostProcessSettings::bOverride_FilmGrainIntensity |
| uint8 FPostProcessSettings::bOverride_FilmGrainIntensityHighlights |
| uint8 FPostProcessSettings::bOverride_FilmGrainIntensityMidtones |
| uint8 FPostProcessSettings::bOverride_FilmGrainIntensityShadows |
| uint8 FPostProcessSettings::bOverride_FilmGrainShadowsMax |
| uint8 FPostProcessSettings::bOverride_FilmGrainTexelSize |
| uint8 FPostProcessSettings::bOverride_FilmGrainTexture |
| uint8 FPostProcessSettings::bOverride_FilmShoulder |
| uint8 FPostProcessSettings::bOverride_FilmSlope |
| uint8 FPostProcessSettings::bOverride_FilmToe |
| uint8 FPostProcessSettings::bOverride_FilmWhiteClip |
| uint8 FPostProcessSettings::bOverride_GrainIntensity_DEPRECATED |
| uint8 FPostProcessSettings::bOverride_GrainJitter_DEPRECATED |
| uint8 FPostProcessSettings::bOverride_HistogramLogMax |
| uint8 FPostProcessSettings::bOverride_HistogramLogMin |
| uint8 FPostProcessSettings::bOverride_IndirectLightingColor |
| uint8 FPostProcessSettings::bOverride_IndirectLightingIntensity |
| uint8 FPostProcessSettings::bOverride_LensFlareBokehShape |
| uint8 FPostProcessSettings::bOverride_LensFlareBokehSize |
| uint8 FPostProcessSettings::bOverride_LensFlareIntensity |
| uint8 FPostProcessSettings::bOverride_LensFlareThreshold |
| uint8 FPostProcessSettings::bOverride_LensFlareTint |
| uint8 FPostProcessSettings::bOverride_LensFlareTints |
| uint8 FPostProcessSettings::bOverride_LocalExposureBlurredLuminanceBlend |
| uint8 FPostProcessSettings::bOverride_LocalExposureBlurredLuminanceKernelSizePercent |
| uint8 FPostProcessSettings::bOverride_LocalExposureContrastScale_DEPRECATED |
| uint8 FPostProcessSettings::bOverride_LocalExposureDetailStrength |
| uint8 FPostProcessSettings::bOverride_LocalExposureHighlightContrastCurve |
| uint8 FPostProcessSettings::bOverride_LocalExposureHighlightContrastScale |
| uint8 FPostProcessSettings::bOverride_LocalExposureHighlightThreshold |
| uint8 FPostProcessSettings::bOverride_LocalExposureHighlightThresholdStrength |
| uint8 FPostProcessSettings::bOverride_LocalExposureMethod |
| uint8 FPostProcessSettings::bOverride_LocalExposureMiddleGreyBias |
| uint8 FPostProcessSettings::bOverride_LocalExposureShadowContrastCurve |
| uint8 FPostProcessSettings::bOverride_LocalExposureShadowContrastScale |
| uint8 FPostProcessSettings::bOverride_LocalExposureShadowThreshold |
| uint8 FPostProcessSettings::bOverride_LocalExposureShadowThresholdStrength |
| uint8 FPostProcessSettings::bOverride_LPVDiffuseOcclusionExponent_DEPRECATED |
| uint8 FPostProcessSettings::bOverride_LPVDiffuseOcclusionIntensity_DEPRECATED |
| uint8 FPostProcessSettings::bOverride_LPVDirectionalOcclusionFadeRange_DEPRECATED |
| uint8 FPostProcessSettings::bOverride_LPVDirectionalOcclusionIntensity_DEPRECATED |
| uint8 FPostProcessSettings::bOverride_LPVDirectionalOcclusionRadius_DEPRECATED |
| uint8 FPostProcessSettings::bOverride_LPVEmissiveInjectionIntensity_DEPRECATED |
| uint8 FPostProcessSettings::bOverride_LPVFadeRange_DEPRECATED |
| uint8 FPostProcessSettings::bOverride_LPVGeometryVolumeBias_DEPRECATED |
| uint8 FPostProcessSettings::bOverride_LPVIntensity_DEPRECATED |
| uint8 FPostProcessSettings::bOverride_LPVSecondaryBounceIntensity_DEPRECATED |
| uint8 FPostProcessSettings::bOverride_LPVSecondaryOcclusionIntensity_DEPRECATED |
| uint8 FPostProcessSettings::bOverride_LPVSize_DEPRECATED |
| uint8 FPostProcessSettings::bOverride_LPVSpecularOcclusionExponent_DEPRECATED |
| uint8 FPostProcessSettings::bOverride_LPVSpecularOcclusionIntensity_DEPRECATED |
| uint8 FPostProcessSettings::bOverride_LPVVplInjectionBias_DEPRECATED |
| uint32 FPostProcessSettings::bOverride_LumenDiffuseColorBoost |
| uint32 FPostProcessSettings::bOverride_LumenFinalGatherLightingUpdateSpeed |
| uint32 FPostProcessSettings::bOverride_LumenFinalGatherQuality |
| uint32 FPostProcessSettings::bOverride_LumenFinalGatherScreenTraces |
| uint8 FPostProcessSettings::bOverride_LumenFrontLayerTranslucencyReflections |
| uint32 FPostProcessSettings::bOverride_LumenFullSkylightLeakingDistance |
| uint32 FPostProcessSettings::bOverride_LumenMaxReflectionBounces |
| uint32 FPostProcessSettings::bOverride_LumenMaxRefractionBounces |
| uint32 FPostProcessSettings::bOverride_LumenMaxRoughnessToTraceReflections |
| uint32 FPostProcessSettings::bOverride_LumenMaxTraceDistance |
| uint8 FPostProcessSettings::bOverride_LumenRayLightingMode |
| uint8 FPostProcessSettings::bOverride_LumenReflectionQuality |
| uint8 FPostProcessSettings::bOverride_LumenReflectionsScreenTraces |
| uint32 FPostProcessSettings::bOverride_LumenSceneDetail |
| uint32 FPostProcessSettings::bOverride_LumenSceneLightingQuality |
| uint32 FPostProcessSettings::bOverride_LumenSceneLightingUpdateSpeed |
| uint32 FPostProcessSettings::bOverride_LumenSceneViewDistance |
| uint32 FPostProcessSettings::bOverride_LumenSkylightLeaking |
| uint32 FPostProcessSettings::bOverride_LumenSkylightLeakingTint |
| uint8 FPostProcessSettings::bOverride_LumenSurfaceCacheResolution |
| uint8 FPostProcessSettings::bOverride_MobileHQGaussian |
| uint8 FPostProcessSettings::bOverride_MotionBlurAmount |
| uint8 FPostProcessSettings::bOverride_MotionBlurMax |
| uint8 FPostProcessSettings::bOverride_MotionBlurPerObjectSize |
| uint8 FPostProcessSettings::bOverride_MotionBlurTargetFPS |
| uint32 FPostProcessSettings::bOverride_PathTracingEnableDenoiser |
| uint32 FPostProcessSettings::bOverride_PathTracingEnableEmissiveMaterials |
| uint32 FPostProcessSettings::bOverride_PathTracingEnableReferenceAtmosphere |
| uint32 FPostProcessSettings::bOverride_PathTracingEnableReferenceDOF |
| uint32 FPostProcessSettings::bOverride_PathTracingIncludeDiffuse |
| uint32 FPostProcessSettings::bOverride_PathTracingIncludeEmissive |
| uint32 FPostProcessSettings::bOverride_PathTracingIncludeIndirectDiffuse |
| uint32 FPostProcessSettings::bOverride_PathTracingIncludeIndirectSpecular |
| uint32 FPostProcessSettings::bOverride_PathTracingIncludeIndirectVolume |
| uint32 FPostProcessSettings::bOverride_PathTracingIncludeSpecular |
| uint32 FPostProcessSettings::bOverride_PathTracingIncludeVolume |
| uint32 FPostProcessSettings::bOverride_PathTracingMaxBounces |
| uint32 FPostProcessSettings::bOverride_PathTracingMaxPathIntensity |
| uint32 FPostProcessSettings::bOverride_PathTracingSamplesPerPixel |
| uint32 FPostProcessSettings::bOverride_RayTracingAO |
| uint32 FPostProcessSettings::bOverride_RayTracingAOIntensity |
| uint32 FPostProcessSettings::bOverride_RayTracingAORadius |
| uint32 FPostProcessSettings::bOverride_RayTracingAOSamplesPerPixel |
| uint32 FPostProcessSettings::bOverride_RayTracingGI |
| uint32 FPostProcessSettings::bOverride_RayTracingGIMaxBounces |
| uint32 FPostProcessSettings::bOverride_RayTracingGISamplesPerPixel |
| uint32 FPostProcessSettings::bOverride_RayTracingReflectionsMaxBounces |
| uint32 FPostProcessSettings::bOverride_RayTracingReflectionsMaxRoughness |
| uint32 FPostProcessSettings::bOverride_RayTracingReflectionsSamplesPerPixel |
| uint32 FPostProcessSettings::bOverride_RayTracingReflectionsShadows |
| uint32 FPostProcessSettings::bOverride_RayTracingReflectionsTranslucency |
| uint32 FPostProcessSettings::bOverride_RayTracingTranslucencyMaxPrimaryHitEvents |
| uint32 FPostProcessSettings::bOverride_RayTracingTranslucencyMaxRoughness |
| uint32 FPostProcessSettings::bOverride_RayTracingTranslucencyMaxSecondaryHitEvents |
| uint32 FPostProcessSettings::bOverride_RayTracingTranslucencyRefraction |
| uint32 FPostProcessSettings::bOverride_RayTracingTranslucencyRefractionRays |
| uint32 FPostProcessSettings::bOverride_RayTracingTranslucencySamplesPerPixel |
| uint32 FPostProcessSettings::bOverride_RayTracingTranslucencyShadows |
| uint32 FPostProcessSettings::bOverride_RayTracingTranslucencyUseRayTracedRefraction |
| uint8 FPostProcessSettings::bOverride_ReflectionMethod |
| uint32 FPostProcessSettings::bOverride_ReflectionsType_DEPRECATED |
| uint8 FPostProcessSettings::bOverride_SceneColorTint |
| uint8 FPostProcessSettings::bOverride_SceneFringeIntensity |
| uint8 FPostProcessSettings::bOverride_ScreenPercentage_DEPRECATED |
| uint8 FPostProcessSettings::bOverride_ScreenSpaceReflectionIntensity |
| uint8 FPostProcessSettings::bOverride_ScreenSpaceReflectionMaxRoughness |
| uint8 FPostProcessSettings::bOverride_ScreenSpaceReflectionQuality |
| uint8 FPostProcessSettings::bOverride_ScreenSpaceReflectionRoughnessScale |
| uint8 FPostProcessSettings::bOverride_Sharpen |
| uint8 FPostProcessSettings::bOverride_TemperatureType |
| uint8 FPostProcessSettings::bOverride_ToneCurveAmount |
| uint32 FPostProcessSettings::bOverride_TranslucencyType |
| uint8 FPostProcessSettings::bOverride_UserFlags |
| uint8 FPostProcessSettings::bOverride_VignetteIntensity |
| uint8 FPostProcessSettings::bOverride_WhiteTemp |
| uint8 FPostProcessSettings::bOverride_WhiteTint |
| float FPostProcessSettings::CameraISO |
The camera sensor sensitivity in ISO.
| float FPostProcessSettings::ChromaticAberrationStartOffset |
A normalized distance to the center of the framebuffer where the effect takes place.
| 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.
| 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.
| 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.
| 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.
| 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
| float FPostProcessSettings::ColorCorrectionHighlightsMin |
This value sets the lower threshold for what is considered to be the highlight region of the image.
| float FPostProcessSettings::ColorCorrectionShadowsMax |
This value sets the threshold for what is considered to be the shadow region of the image.
| 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.
| 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.
| 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.
| 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.
| 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.
| 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.
| 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.
| 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.
| float FPostProcessSettings::ColorGradingIntensity |
Color grading lookup table intensity. 0 = no intensity, 1=full intensity
| TObjectPtr<class UTexture> FPostProcessSettings::ColorGradingLUT |
Look up table texture to use or none of not used
| 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.
| 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.
| 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.
| 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.
| FVector4 FPostProcessSettings::ColorSaturation |
Control the intensity of the color(hue) for the entire image.Higher values will result in more vibrant colors.
| 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.
| 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.
| 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.
| float FPostProcessSettings::DepthOfFieldAspectRatioScalar |
Amount to scale the output viewport's aspect ratio by when computing depth of field properties.
| float FPostProcessSettings::DepthOfFieldBarrelLength |
The lens barrel creates vignetting and occludes bokeh, i.e. cat's eye bokeh
| float FPostProcessSettings::DepthOfFieldBarrelRadius |
The lens barrel creates vignetting and occludes bokeh, i.e. cat's eye bokeh
| int32 FPostProcessSettings::DepthOfFieldBladeCount |
Defines the number of blades of the diaphragm within the lens (between 4 and 16).
| float FPostProcessSettings::DepthOfFieldDepthBlurAmount |
CircleDOF only: Depth blur km for 50%
| float FPostProcessSettings::DepthOfFieldDepthBlurRadius |
CircleDOF only: Depth blur radius in pixels at 1920x
| 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)
| float FPostProcessSettings::DepthOfFieldFarTransitionRegion |
To define the width of the transition region next to the focal region on the near side (cm)
| float FPostProcessSettings::DepthOfFieldFocalDistance |
Distance in which the Depth of Field effect should be sharp, in unreal units (cm)
| float FPostProcessSettings::DepthOfFieldFocalRegion |
Artificial region where all content is in focus, starting after DepthOfFieldFocalDistance, in unreal units (cm)
| FMatteBoxFlag FPostProcessSettings::DepthOfFieldMatteBoxFlags[3] |
Panels around the front of the lens barrel that occlude bokeh
| 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)
| float FPostProcessSettings::DepthOfFieldNearTransitionRegion |
To define the width of the transition region next to the focal region on the near side (cm)
| float FPostProcessSettings::DepthOfFieldOcclusion |
Occlusion tweak factor 1 (0.18 to get natural occlusion, 0.4 to solve layer color leaking issues)
| float FPostProcessSettings::DepthOfFieldPetzvalBokeh |
Simulate stretching in blur and bokeh. Positive values for sagittal (swirly bokeh), negative values for tangential.
| float FPostProcessSettings::DepthOfFieldPetzvalBokehFalloff |
How quickly does the Petzval bokeh effect increase towards the edge of the image
| FVector2f FPostProcessSettings::DepthOfFieldPetzvalExclusionBoxExtents |
Box, centered on screen, around which the Petzval effect is applied.
| float FPostProcessSettings::DepthOfFieldPetzvalExclusionBoxRadius |
Corner radius
| 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
| 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
| float FPostProcessSettings::DepthOfFieldSqueezeFactor |
This is the squeeze factor for the DOF, which emulates the properties of anamorphic lenses.
| 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).
| 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
| TEnumAsByte<EDynamicGlobalIlluminationMethod::Type> FPostProcessSettings::DynamicGlobalIlluminationMethod |
Chooses the Dynamic Global Illumination method. Not compatible with Forward Shading.
| float FPostProcessSettings::ExpandGamut |
Expand bright saturated colors outside the sRGB gamut to fake wide gamut rendering.
| 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
| 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
| float FPostProcessSettings::FilmGrainHighlightsMin |
Sets the lower bound used for Film Grain Highlight Intensity.
| float FPostProcessSettings::FilmGrainIntensity |
0..1 Film grain intensity to apply. LinearSceneColor *= lerp(1.0, DecodedFilmGrainTexture, FilmGrainIntensity)
| float FPostProcessSettings::FilmGrainIntensityHighlights |
Control over the grain intensity in the regions of the image considered highlight areas.
| float FPostProcessSettings::FilmGrainIntensityMidtones |
Control over the grain intensity in the mid-tone region of the image.
| float FPostProcessSettings::FilmGrainIntensityShadows |
Control over the grain intensity in the regions of the image considered shadow areas.
| float FPostProcessSettings::FilmGrainShadowsMax |
Sets the upper bound used for Film Grain Shadow Intensity.
| float FPostProcessSettings::FilmGrainTexelSize |
Controls the size of the film grain. Size of texel of FilmGrainTexture on screen.
| TObjectPtr<class UTexture2D> FPostProcessSettings::FilmGrainTexture |
Defines film grain texture to use.
| 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.
| float FPostProcessSettings::FilmSlope |
Controls the overall steepness of the tonemapper curve. Larger values increase scene contrast and smaller values reduce contrast.
| float FPostProcessSettings::FilmToe |
Controls the contrast of the dark end of the tonemapper curve. Larger values increase contrast and smaller values decrease contrast.
| float FPostProcessSettings::FilmWhiteClip |
Controls the height of the tonemapper curve. Raising this value can cause bright values to more quickly approach fully-saturated white.
| float FPostProcessSettings::GrainIntensity_DEPRECATED |
| float FPostProcessSettings::GrainJitter_DEPRECATED |
| float FPostProcessSettings::HistogramLogMax |
Histogram Max value. Expressed in Log2(Luminance) or in EV100 when using ExtendDefaultLuminanceRange (see project settings)
| float FPostProcessSettings::HistogramLogMin |
Histogram Min value. Expressed in Log2(Luminance) or in EV100 when using ExtendDefaultLuminanceRange (see project settings)
| 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.
| 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.
| TObjectPtr<class UTexture> FPostProcessSettings::LensFlareBokehShape |
Defines the shape of the Bokeh when the image base lens flares are blurred, cannot be blended
| 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)
| float FPostProcessSettings::LensFlareIntensity |
Brightness scale of the image cased lens flares (linear)
| 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)
| FLinearColor FPostProcessSettings::LensFlareTint |
Tint color for the image based lens flares.
| FLinearColor FPostProcessSettings::LensFlareTints[8] |
RGB defines the lens flare color, A it's position. This is a temporary solution.
| 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
| float FPostProcessSettings::LocalExposureBlurredLuminanceKernelSizePercent |
Kernel size (percentage of screen) used to blur frame luminance.
| float FPostProcessSettings::LocalExposureContrastScale_DEPRECATED |
| 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.
| 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.
| 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.
| float FPostProcessSettings::LocalExposureHighlightThreshold |
Threshold used to determine which regions of the screen are considered highlights.
| float FPostProcessSettings::LocalExposureHighlightThresholdStrength |
Strength of the highlight threshold.
| ELocalExposureMethod FPostProcessSettings::LocalExposureMethod |
Local Exposure algorithm
| 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, ...
| 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.
| 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.
| float FPostProcessSettings::LocalExposureShadowThreshold |
Threshold used to determine which regions of the screen are considered shadows.
| float FPostProcessSettings::LocalExposureShadowThresholdStrength |
Strength of the shadow threshold.
| float FPostProcessSettings::LPVDiffuseOcclusionExponent_DEPRECATED |
| float FPostProcessSettings::LPVDiffuseOcclusionIntensity_DEPRECATED |
| float FPostProcessSettings::LPVDirectionalOcclusionFadeRange_DEPRECATED |
| float FPostProcessSettings::LPVDirectionalOcclusionIntensity_DEPRECATED |
| float FPostProcessSettings::LPVDirectionalOcclusionRadius_DEPRECATED |
| float FPostProcessSettings::LPVEmissiveInjectionIntensity_DEPRECATED |
| float FPostProcessSettings::LPVFadeRange_DEPRECATED |
| float FPostProcessSettings::LPVGeometryVolumeBias_DEPRECATED |
| float FPostProcessSettings::LPVIntensity_DEPRECATED |
| float FPostProcessSettings::LPVSecondaryBounceIntensity_DEPRECATED |
| float FPostProcessSettings::LPVSecondaryOcclusionIntensity_DEPRECATED |
| float FPostProcessSettings::LPVSize_DEPRECATED |
| float FPostProcessSettings::LPVSpecularOcclusionExponent_DEPRECATED |
| float FPostProcessSettings::LPVSpecularOcclusionIntensity_DEPRECATED |
| float FPostProcessSettings::LPVVplInjectionBias_DEPRECATED |
| 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.
| 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.
| float FPostProcessSettings::LumenFinalGatherQuality |
Scales Lumen's Final Gather quality. Larger scales reduce noise, but greatly increase GPU cost.
| uint8 FPostProcessSettings::LumenFinalGatherScreenTraces |
| 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.
| 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.
| 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.
| 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.
| 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.
| 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.
| ELumenRayLightingModeOverride FPostProcessSettings::LumenRayLightingMode |
| float FPostProcessSettings::LumenReflectionQuality |
Scales the Reflection quality. Larger scales reduce noise in reflections, but increase GPU cost.
| uint8 FPostProcessSettings::LumenReflectionsScreenTraces |
| 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.
| float FPostProcessSettings::LumenSceneLightingQuality |
| 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.
| 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.
| 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.
| FLinearColor FPostProcessSettings::LumenSkylightLeakingTint |
Color tint for Lumen Skylight Leaking.
| 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.
| float FPostProcessSettings::MotionBlurAmount |
Strength of motion blur, 0:off
| float FPostProcessSettings::MotionBlurMax |
max distortion caused by motion blur, in percent of the screen width, 0:off
| 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%
| 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.
| 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.
| uint32 FPostProcessSettings::PathTracingEnableEmissiveMaterials |
Should emissive materials contribute to scene lighting?
| 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.
| uint32 FPostProcessSettings::PathTracingEnableReferenceDOF |
Enables a reference quality depth-of-field which replaces the post-process effect.
| uint32 FPostProcessSettings::PathTracingIncludeDiffuse |
Should the render include diffuse lighting contributions?
| uint32 FPostProcessSettings::PathTracingIncludeEmissive |
Should the render include directly visible emissive elements?
| uint32 FPostProcessSettings::PathTracingIncludeIndirectDiffuse |
Should the render include indirect diffuse lighting contributions?
| uint32 FPostProcessSettings::PathTracingIncludeIndirectSpecular |
Should the render include indirect specular lighting contributions?
| uint32 FPostProcessSettings::PathTracingIncludeIndirectVolume |
Should the render include volume lighting contributions?
| uint32 FPostProcessSettings::PathTracingIncludeSpecular |
Should the render include specular lighting contributions?
| uint32 FPostProcessSettings::PathTracingIncludeVolume |
Should the render include volume lighting contributions?
| int32 FPostProcessSettings::PathTracingMaxBounces |
Sets the path tracing maximum bounces
| 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.
| int32 FPostProcessSettings::PathTracingSamplesPerPixel |
Sets the samples per pixel for the path tracer.
| uint32 FPostProcessSettings::RayTracingAO |
Enables ray tracing ambient occlusion.
| float FPostProcessSettings::RayTracingAOIntensity |
Scalar factor on the ray-tracing ambient occlusion score.
| float FPostProcessSettings::RayTracingAORadius |
Defines the world-space search radius for occlusion rays.
| int32 FPostProcessSettings::RayTracingAOSamplesPerPixel |
Sets the samples per pixel for ray tracing ambient occlusion.
| int32 FPostProcessSettings::RayTracingTranslucencyMaxPrimaryHitEvents |
Maximum number of hit events allowed on primary ray paths
| 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.
| int32 FPostProcessSettings::RayTracingTranslucencyMaxSecondaryHitEvents |
Maximum number of hit events allowed on secondary ray paths
| 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).
| int32 FPostProcessSettings::RayTracingTranslucencyRefractionRays |
Sets the maximum number of ray tracing refraction rays.
| int32 FPostProcessSettings::RayTracingTranslucencySamplesPerPixel |
Sets the samples per pixel for ray traced translucency.
| EReflectedAndRefractedRayTracedShadows FPostProcessSettings::RayTracingTranslucencyShadows |
Sets the translucency shadows type.
| 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
| TEnumAsByte<EReflectionMethod::Type> FPostProcessSettings::ReflectionMethod |
Chooses the Reflection method. Not compatible with Forward Shading.
| EReflectionsType FPostProcessSettings::ReflectionsType_DEPRECATED |
| FLinearColor FPostProcessSettings::SceneColorTint |
Scene tint color
| 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.
| float FPostProcessSettings::ScreenPercentage_DEPRECATED |
| float FPostProcessSettings::ScreenSpaceReflectionIntensity |
Enable/Fade/disable the Screen Space Reflection feature, in percent, avoid numbers between 0 and 1 fo consistency
| float FPostProcessSettings::ScreenSpaceReflectionMaxRoughness |
Until what roughness we fade the screen space reflections, 0.8 works well, smaller can run faster
| 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.
| float FPostProcessSettings::Sharpen |
Controls the strength of image sharpening applied during tonemapping.
| 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.
| float FPostProcessSettings::ToneCurveAmount |
Allow effect of Tone Curve to be reduced (Set ToneCurveAmount and ExpandGamut to 0.0 to fully disable tone curve)
| ETranslucencyType FPostProcessSettings::TranslucencyType |
Sets the translucency type
| int32 FPostProcessSettings::UserFlags |
Per-view user flags accessible in materials via TestPostVolumeUserFlag node, allowing per-view overrides of material behavior.
| float FPostProcessSettings::VignetteIntensity |
0..1 0=off/no vignette .. 1=strong vignette
| 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).
| float FPostProcessSettings::WhiteTemp |
Controls the color temperature or white balance in degrees Kelvin which the scene considers as white light.
| 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.