Min1
(Min1)
1
Hello!
When I editing my plugin I added
#include "Runtime/Renderer/Private/PostProcess/PostProcessMaterial.h"
#include "Runtime/Renderer/Private/PostProcess/PostProcessing.h"
Then I got an error in PostProcessMaterial.h:
cannot open source file “ScreenPass.h”
cannot open include file “ScreenPass.h” No such file or directory
Can someone help?
Thanks!
Min1
(Min1)
2
I tried adding “Renderer” to MyPlugin.Build.cs, but it didn’t work.
What is the class you’re trying to use from PostProcessMaterial?
Min1
(Min1)
4
They are:
struct FPostProcessMaterialInputs
enum class EPostProcessMaterialInput
I would like to emulate the examples in ‘PostProcessPassAfterXXXXXX_RenderThread’.
If I comment out #include, I’ll get an error here
FScreenPassTexture FMyExtension::PostProcessPassAfterTonemap_RenderThread(FRDGBuilder& GraphBuilder, const FSceneView& View, const FPostProcessMaterialInputs& InOutInputs)
{
//error↓
const FScreenPassTexture SceneColor = InOutInputs.Textures[(uint32)EPostProcessMaterialInput::SceneColor];
...
}
There are some use cases in engine:
FScreenPassTexture PostProcessPassAfterFxaa_RenderThread(…)
in PixelInspector.cpp
FScreenPassTexture PostProcessPassAfterTonemap_RenderThread(…)
in OpenColorIODisplayExtension.cpp
These cases use
#include “PostProcess/PostProcessing.h”
and
#include “PostProcess/PostProcessMaterial.h”
I think it’s necessary.
Min1
(Min1)
5
I often see error messages in VS, but they usually don’t affect building. This time I couldn’t build it.
Hi Min1,
Check out this page here, you need to add the private folder to your folder include path:
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Min1
(Min1)
7
Thanks! It worked.
PublicIncludePaths.AddRange(
new string[] {
// ... add public include paths required here ...
"Runtime/Renderer/Private",
}
);
This is how I implemented it in 5.0↑
1 Like