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KF2-Dev-Scripts/Engine/Classes/MotionBlurEffect.uc

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2020-12-13 15:01:13 +00:00
/**
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*/
class MotionBlurEffect extends PostProcessEffect
native;
/** Maximum blur velocity amount. This is a clamp on the amount of blur. */
var() float MaxVelocity;
/** This is a scale that could be considered as the "sensitivity" of the blur. */
var() float MotionBlurAmount;
/** Whether everything (static/dynamic objects) should motion blur or not. If disabled, only moving objects may blur. */
var() bool FullMotionBlur;
/** Threshhold for when to turn off motion blur when the camera rotates swiftly during a single frame (in degrees). */
var() float CameraRotationThreshold;
/** Threshhold for when to turn off motion blur when the camera translates swiftly during a single frame (in world units). */
var() float CameraTranslationThreshold;
cpptext
{
// UPostProcessEffect interface
/**
* Creates a proxy to represent the render info for a post process effect
* @param WorldSettings - The world's post process settings for the view.
* @return The proxy object.
*/
virtual class FPostProcessSceneProxy* CreateSceneProxy(const FPostProcessSettings* WorldSettings);
/**
* @param View - current view
* @return TRUE if the effect should be rendered
*/
virtual UBOOL IsShown(const FSceneView* View) const;
/**
* @return TRUE if the effect requires the uber post process
*/
virtual UBOOL RequiresUberpostprocess() const
{
return TRUE;
}
/**
* This allows to print a warning when the effect is used.
*/
virtual void OnPostProcessWarning(FString& OutWarning) const
{
OutWarning = TEXT("Warning: MotionBlur should no longer be used, use Uberpostprocess instead.");
}
}
defaultproperties
{
MotionBlurAmount = 0.5f;
MaxVelocity = 1.0f;
FullMotionBlur = true;
CameraRotationThreshold = 90.0f;
CameraTranslationThreshold = 10000.0f;
bShowInEditor = false;
}