Actions
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Copy Camera Settings to Scene Capture |
Copy Camera Settings to Scene Capture Target is Composure Blueprint Library |
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Create Player Compositing Target |
Creates a Player Compositing Target which you can modify during gameplay. Target is Composure Blueprint Library |
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Execute |
Execute Target is Composure Post Processing Pass Proxy |
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Find Input Pass |
*****************************// Pass Management Target is Empty Comp Shot |
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Find Named Pass Result (Interface Call) |
Find Named Pass Result Target is Compositing Texture Lookup Table |
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Find Named Pass Result (Message) |
Find Named Pass Result Target is Compositing Texture Lookup Table |
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Find Named Render Result |
Find Named Render Result Target is Empty Comp Shot |
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Find Output Pass |
Find Output Pass Target is Empty Comp Shot |
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Find Transform Pass |
Find Transform Pass Target is Empty Comp Shot |
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Get Comp Element Name |
Get Comp Element Name Target is Empty Comp Shot |
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Get Cropping UVTransformation Matrix from Post Move Settings |
Returns UV transformation matrix and its inversed to crop. Target is Composure Blueprint Library |
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Get Latest Render Result |
const; Target is Empty Comp Shot |
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Get Player Display Gamma |
Returns display gamma of a given player camera manager, or 0 if no scene viewport attached. Target is Composure Blueprint Library |
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Get Projection Matrix from Post Move Settings |
Returns a non-centered projection matrix. Target is Composure Blueprint Library |
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Get Red Green UVFactors from Chromatic Aberration |
Returns the red and green channel factors from percentage of chromatic aberration. Target is Composure Blueprint Library |
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Invert UVDisplacement Map Encoding Parameters |
Converts displacement encoding parameters to decoding parameters. Can also be used to convert displacement decoding parameters to encoding parameters. Target is Composure Blueprint Library |
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OnFinalPassRendered |
Called when the final output of this element is rendered |
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OnTransformPassRendered |
Called when a transform pass on this element is rendered |
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Register Pass Result |
Register Pass Result Target is Empty Comp Shot |
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Release Owned Target |
Release Owned Target Target is Empty Comp Shot |
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Render Compositing Material |
Render Compositing Material Target is Empty Comp Shot |
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Render Compositing Material to Target |
Render Compositing Material to Target Target is Empty Comp Shot |
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Request Named Render Target |
Request Named Render Target Target is Empty Comp Shot |
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Set UVMap Settings to Material Parameters |
Sets parameters of a material that uses Composure's MF_UVMap_SampleLocation material function. Target is Composure Blueprint Library |
Categories
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Compositing Pass |
Compositing Pass |
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Compositing Target |
Compositing Target |
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Editor |
Editor |
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Input |
These are nodes that provide input from various sources (keyboard, mouse, gamepad etc.) |