55 lines
2.0 KiB
C++
55 lines
2.0 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "MoviePipelineRenderPass.h"
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#include "MovieRenderPipelineDataTypes.h"
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#include "MoviePipelineWidgetRenderSetting.generated.h"
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#define UE_API MOVIERENDERPIPELINESETTINGS_API
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class FWidgetRenderer;
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class UTextureRenderTarget2D;
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class UMoviePipelineBurnInWidget;
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namespace MoviePipeline { struct FMoviePipelineRenderPassInitSettings; }
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UCLASS(MinimalAPI, Blueprintable)
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class UMoviePipelineWidgetRenderer : public UMoviePipelineRenderPass
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{
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GENERATED_BODY()
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protected:
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UMoviePipelineWidgetRenderer()
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: UMoviePipelineRenderPass()
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, bCompositeOntoFinalImage(true)
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{
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}
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// UMoviePipelineRenderPass Interface
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UE_API virtual void SetupImpl(const MoviePipeline::FMoviePipelineRenderPassInitSettings& InPassInitSettings) override;
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UE_API virtual void TeardownImpl() override;
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UE_API virtual void GatherOutputPassesImpl(TArray<FMoviePipelinePassIdentifier>& ExpectedRenderPasses) override;
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UE_API virtual void RenderSample_GameThreadImpl(const FMoviePipelineRenderPassMetrics& InSampleState) override;
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// ~UMoviePipelineRenderPass Interface
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public:
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/** If true, the widget renderer image will be composited into the Final Image pass. Doesn't apply to multi-layer EXR files. */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, meta = (MetaClass = "/Script/MovieRenderPipelineSettings.MoviePipelineBurnInWidget"), Category = "Widget Settings")
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bool bCompositeOntoFinalImage;
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public:
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#if WITH_EDITOR
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virtual FText GetDisplayText() const override { return NSLOCTEXT("MovieRenderPipeline", "WidgetRendererSettingDisplayName", "UI Renderer"); }
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virtual FText GetCategoryText() const { return NSLOCTEXT("MovieRenderPipeline", "WidgetRendererSettingCategoryName", "Rendering"); }
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#endif
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virtual bool IsValidOnShots() const override { return true; }
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virtual bool IsValidOnPrimary() const override { return true; }
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private:
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TSharedPtr<FWidgetRenderer> WidgetRenderer;
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UPROPERTY(Transient)
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TObjectPtr<UTextureRenderTarget2D> RenderTarget;
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};
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#undef UE_API
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