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PostProcessConfig.cpp
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1#include "PostProcessConfig.h"
2#include <util/ue-header-guard-begin.h>
3#include "Components/SceneCaptureComponent.h"
4#include "Components/SceneCaptureComponent2D.h"
5#include <util/ue-header-guard-end.h>
6
8{
9 // This block of code {
10 EngineShowFlags.SetLensFlares(true);
11 EngineShowFlags.SetEyeAdaptation(true);
12 EngineShowFlags.SetColorGrading(true);
13 EngineShowFlags.SetCameraImperfections(true);
14 EngineShowFlags.SetDepthOfField(true);
15 EngineShowFlags.SetVignette(true);
16 EngineShowFlags.SetGrain(true);
17 EngineShowFlags.SetSeparateTranslucency(true);
18 EngineShowFlags.SetScreenSpaceReflections(true);
19 EngineShowFlags.SetTemporalAA(true);
20 EngineShowFlags.SetAmbientOcclusion(true);
21 EngineShowFlags.SetIndirectLightingCache(true);
22 EngineShowFlags.SetLightShafts(true);
23 EngineShowFlags.SetPostProcessMaterial(true);
24 EngineShowFlags.SetDistanceFieldAO(true);
25 // } must be kept in sync with EngineShowFlags.EnableAdvancedFeatures(), AND activate Lumen.
26 EngineShowFlags.SetMotionBlur(true);
27}
28
30{
31 EngineShowFlags.SetAmbientOcclusion(false);
32 EngineShowFlags.SetAntiAliasing(false);
33 EngineShowFlags.SetVolumetricFog(false);
34 // EngineShowFlags.SetAtmosphericFog(false);
35 // EngineShowFlags.SetAudioRadius(false);
36 // EngineShowFlags.SetBillboardSprites(false);
37 EngineShowFlags.SetBloom(false);
38 // EngineShowFlags.SetBounds(false);
39 // EngineShowFlags.SetBrushes(false);
40 // EngineShowFlags.SetBSP(false);
41 // EngineShowFlags.SetBSPSplit(false);
42 // EngineShowFlags.SetBSPTriangles(false);
43 // EngineShowFlags.SetBuilderBrush(false);
44 // EngineShowFlags.SetCameraAspectRatioBars(false);
45 // EngineShowFlags.SetCameraFrustums(false);
46 EngineShowFlags.SetCameraImperfections(false);
47 EngineShowFlags.SetCameraInterpolation(false);
48 // EngineShowFlags.SetCameraSafeFrames(false);
49 // EngineShowFlags.SetCollision(false);
50 // EngineShowFlags.SetCollisionPawn(false);
51 // EngineShowFlags.SetCollisionVisibility(false);
52 EngineShowFlags.SetColorGrading(false);
53 // EngineShowFlags.SetCompositeEditorPrimitives(false);
54 // EngineShowFlags.SetConstraints(false);
55 // EngineShowFlags.SetCover(false);
56 // EngineShowFlags.SetDebugAI(false);
57 // EngineShowFlags.SetDecals(false);
58 // EngineShowFlags.SetDeferredLighting(false);
59 EngineShowFlags.SetDepthOfField(false);
60 EngineShowFlags.SetDiffuse(false);
61 EngineShowFlags.SetDirectionalLights(false);
62 EngineShowFlags.SetDirectLighting(false);
63 // EngineShowFlags.SetDistanceCulledPrimitives(false);
64 // EngineShowFlags.SetDistanceFieldAO(false);
65 // EngineShowFlags.SetDistanceFieldGI(false);
66 EngineShowFlags.SetDynamicShadows(false);
67 // EngineShowFlags.SetEditor(false);
68 EngineShowFlags.SetEyeAdaptation(false);
69 EngineShowFlags.SetFog(false);
70 // EngineShowFlags.SetGame(false);
71 // EngineShowFlags.SetGameplayDebug(false);
72 // EngineShowFlags.SetGBufferHints(false);
73 EngineShowFlags.SetGlobalIllumination(false);
74 EngineShowFlags.SetGrain(false);
75 // EngineShowFlags.SetGrid(false);
76 // EngineShowFlags.SetHighResScreenshotMask(false);
77 // EngineShowFlags.SetHitProxies(false);
78 EngineShowFlags.SetHLODColoration(false);
79 EngineShowFlags.SetHMDDistortion(false);
80 // EngineShowFlags.SetIndirectLightingCache(false);
81 // EngineShowFlags.SetInstancedFoliage(false);
82 // EngineShowFlags.SetInstancedGrass(false);
83 // EngineShowFlags.SetInstancedStaticMeshes(false);
84 // EngineShowFlags.SetLandscape(false);
85 // EngineShowFlags.SetLargeVertices(false);
86 EngineShowFlags.SetLensFlares(false);
87 EngineShowFlags.SetLightComplexity(false);
88 EngineShowFlags.SetLightFunctions(false);
89 EngineShowFlags.SetLightInfluences(false);
90 EngineShowFlags.SetLighting(false);
91 EngineShowFlags.SetLightMapDensity(false);
92 EngineShowFlags.SetLightRadius(false);
93 EngineShowFlags.SetLightShafts(false);
94 // EngineShowFlags.SetLOD(false);
95 EngineShowFlags.SetLODColoration(false);
96 // EngineShowFlags.SetMaterials(false);
97 // EngineShowFlags.SetMaterialTextureScaleAccuracy(false);
98 // EngineShowFlags.SetMeshEdges(false);
99 // EngineShowFlags.SetMeshUVDensityAccuracy(false);
100 // EngineShowFlags.SetModeWidgets(false);
101 EngineShowFlags.SetMotionBlur(false);
102 // EngineShowFlags.SetNavigation(false);
103 EngineShowFlags.SetOnScreenDebug(false);
104 // EngineShowFlags.SetOutputMaterialTextureScales(false);
105 // EngineShowFlags.SetOverrideDiffuseAndSpecular(false);
106 // EngineShowFlags.SetPaper2DSprites(false);
107 EngineShowFlags.SetParticles(false);
108 // EngineShowFlags.SetPivot(false);
109 EngineShowFlags.SetPointLights(false);
110 // EngineShowFlags.SetPostProcessing(false);
111 // EngineShowFlags.SetPostProcessMaterial(false);
112 // EngineShowFlags.SetPrecomputedVisibility(false);
113 // EngineShowFlags.SetPrecomputedVisibilityCells(false);
114 // EngineShowFlags.SetPreviewShadowsIndicator(false);
115 // EngineShowFlags.SetPrimitiveDistanceAccuracy(false);
116 // EngineShowFlags.SetQuadOverdraw(false);
117 // EngineShowFlags.SetReflectionEnvironment(false);
118 // EngineShowFlags.SetReflectionOverride(false);
119 EngineShowFlags.SetRefraction(false);
120 // EngineShowFlags.SetRendering(false);
121 EngineShowFlags.SetSceneColorFringe(false);
122 // EngineShowFlags.SetScreenPercentage(false);
123 EngineShowFlags.SetScreenSpaceAO(false);
124 EngineShowFlags.SetScreenSpaceReflections(false);
125 // EngineShowFlags.SetSelection(false);
126 // EngineShowFlags.SetSelectionOutline(false);
127 // EngineShowFlags.SetSeparateTranslucency(false);
128 // EngineShowFlags.SetShaderComplexity(false);
129 // EngineShowFlags.SetShaderComplexityWithQuadOverdraw(false);
130 // EngineShowFlags.SetShadowFrustums(false);
131 // EngineShowFlags.SetSkeletalMeshes(false);
132 // EngineShowFlags.SetSkinCache(false);
133 EngineShowFlags.SetSkyLighting(false);
134 // EngineShowFlags.SetSnap(false);
135 // EngineShowFlags.SetSpecular(false);
136 // EngineShowFlags.SetSplines(false);
137 EngineShowFlags.SetSpotLights(false);
138 // EngineShowFlags.SetStaticMeshes(false);
139 EngineShowFlags.SetStationaryLightOverlap(false);
140 // EngineShowFlags.SetStereoRendering(false);
141 // EngineShowFlags.SetStreamingBounds(false);
142 EngineShowFlags.SetSubsurfaceScattering(false);
143 // EngineShowFlags.SetTemporalAA(false);
144 // EngineShowFlags.SetTessellation(false);
145 // EngineShowFlags.SetTestImage(false);
146 // EngineShowFlags.SetTextRender(false);
147 // EngineShowFlags.SetTexturedLightProfiles(false);
148 EngineShowFlags.SetTonemapper(false);
149 // EngineShowFlags.SetTranslucency(false);
150 // EngineShowFlags.SetVectorFields(false);
151 // EngineShowFlags.SetVertexColors(false);
152 // EngineShowFlags.SetVignette(false);
153 // EngineShowFlags.SetVisLog(false);
154 // EngineShowFlags.SetVisualizeAdaptiveDOF(false);
155 // EngineShowFlags.SetVisualizeBloom(false);
156 EngineShowFlags.SetVisualizeBuffer(false);
157 EngineShowFlags.SetVisualizeDistanceFieldAO(false);
158 EngineShowFlags.SetVisualizeDOF(false);
159 EngineShowFlags.SetVisualizeHDR(false);
160 EngineShowFlags.SetVisualizeLightCulling(false);
161 EngineShowFlags.SetVisualizeMeshDistanceFields(false);
162 EngineShowFlags.SetVisualizeMotionBlur(false);
163 EngineShowFlags.SetVisualizeOutOfBoundsPixels(false);
164 EngineShowFlags.SetVisualizeSenses(false);
165 EngineShowFlags.SetVisualizeShadingModels(false);
166 EngineShowFlags.SetVisualizeSSR(false);
167 EngineShowFlags.SetVisualizeSSS(false);
168 // EngineShowFlags.SetVolumeLightingSamples(false);
169 // EngineShowFlags.SetVolumes(false);
170 // EngineShowFlags.SetWidgetComponents(false);
171 // EngineShowFlags.SetWireframe(false);
172}
173
175 FPostProcessSettings& InPostProcessSettings,
176 FEngineShowFlags& InEngineShowFlags) :
177 PostProcessSettings(InPostProcessSettings),
178 EngineShowFlags(InEngineShowFlags)
179{
180}
181
183{
184 EngineShowFlags = Component.ShowFlags;
185}
186
188{
189 EngineShowFlags = Component.ShowFlags;
190 PostProcessSettings = Component.PostProcessSettings;
191}
192
void UpdateFromSceneCaptureComponent2D(const class USceneCaptureComponent2D &Component)
FEngineShowFlags EngineShowFlags
FPostProcessSettings PostProcessSettings
FPostProcessConfig(FPostProcessSettings &InPostProcessSettings, FEngineShowFlags &InEngineShowFlags)
void UpdateFromSceneCaptureComponent(const class USceneCaptureComponent &Component)