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

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2020-12-13 15:01:13 +00:00
/**
* If they are bShowInGame they are still evaluated and will take up GPU time even if their effects are not seen.
* So for MaterialEffects that are in your Post Process Chain you will want to manage them by toggling bShowInGame
* for when you see them if they are not always evident. (e.g. you press a button to go into "see invis things" mode
* which has some expensive and cool looking material. You want to toggle that on the button press and not have it on
* all the time)
*
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*/
class MaterialEffect extends PostProcessEffect
native;
var() MaterialInterface Material;
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);
}