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

#include <ScreenPass.h>

Public Types

using FDefaultBlendState = TStaticBlendState<>
 
using FDefaultDepthStencilState = TStaticDepthStencilState< false, CF_Always >
 

Public Member Functions

 FScreenPassPipelineState ()=default
 
 FScreenPassPipelineState (const TShaderRef< FShader > &InVertexShader, const TShaderRef< FShader > &InPixelShader, FRHIBlendState *InBlendState=FDefaultBlendState::GetRHI(), FRHIDepthStencilState *InDepthStencilState=FDefaultDepthStencilState::GetRHI(), uint8 InStencilRef=0, FRHIVertexDeclaration *InVertexDeclaration=GFilterVertexDeclaration.VertexDeclarationRHI)
 
void Validate () const
 

Public Attributes

TShaderRef< FShaderVertexShader
 
TShaderRef< FShaderPixelShader
 
FRHIBlendStateBlendState = nullptr
 
FRHIDepthStencilStateDepthStencilState = nullptr
 
FRHIVertexDeclarationVertexDeclaration = nullptr
 
uint8 StencilRef {}
 

Detailed Description

Draw information for the more advanced DrawScreenPass variant. Allows customizing the blend / depth stencil state, providing a custom vertex shader, and more fine-grained control of the underlying draw call.

Member Typedef Documentation

◆ FDefaultBlendState

◆ FDefaultDepthStencilState

Constructor & Destructor Documentation

◆ FScreenPassPipelineState() [1/2]

FScreenPassPipelineState::FScreenPassPipelineState ( )
default

◆ FScreenPassPipelineState() [2/2]

FScreenPassPipelineState::FScreenPassPipelineState ( const TShaderRef< FShader > &  InVertexShader,
const TShaderRef< FShader > &  InPixelShader,
FRHIBlendState InBlendState = FDefaultBlendState::GetRHI(),
FRHIDepthStencilState InDepthStencilState = FDefaultDepthStencilState::GetRHI(),
uint8  InStencilRef = 0,
FRHIVertexDeclaration InVertexDeclaration = GFilterVertexDeclaration.VertexDeclarationRHI 
)
inline

Member Function Documentation

◆ Validate()

void FScreenPassPipelineState::Validate ( ) const
inline

Member Data Documentation

◆ BlendState

FRHIBlendState* FScreenPassPipelineState::BlendState = nullptr

◆ DepthStencilState

FRHIDepthStencilState* FScreenPassPipelineState::DepthStencilState = nullptr

◆ PixelShader

TShaderRef<FShader> FScreenPassPipelineState::PixelShader

◆ StencilRef

uint8 FScreenPassPipelineState::StencilRef {}

◆ VertexDeclaration

FRHIVertexDeclaration* FScreenPassPipelineState::VertexDeclaration = nullptr

◆ VertexShader

TShaderRef<FShader> FScreenPassPipelineState::VertexShader

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