Skip to content

USemSegTagger

Writes semantic segmentation labels into the custom depth stencil buffer.

Syntax

class USemSegTagger : public UObject

Remarks

The label map assigns a stencil value to each actor class. Tagging an actor sets that value on all of its primitive components and enables the custom depth pass on them; a post-process material on a frame capture camera then maps each pixel's stencil value to a color. The custom depth pass renders every tagged object a second time each frame, so tag only when a semantic segmentation camera is in use. UCLASS

Inheritance Hierarchy

UObject → USemSegTagger

Methods

Method Signature Description Blueprint
RegisterSpawnHandler void USemSegTagger::RegisterSpawnHandler(UWorld *world) Registers a world spawn handler so actors that spawn later, such as replicated actors appearing mid-replay, are tagged as well.
SetDefaultLabel void USemSegTagger::SetDefaultLabel(uint8 newDefaultLabel) Sets the label given to actors that match no map entry.
SetLabelMap void USemSegTagger::SetLabelMap(const TMap< TSubclassOf< AActor >, uint8 > &newLabelMap) Replaces the class-to-label map used to tag actors.
SetTagLabelMap void USemSegTagger::SetTagLabelMap(const TMap< FName, uint8 > &newTagLabelMap) Replaces the actor-tag-to-label map.
TagActor void USemSegTagger::TagActor(AActor &actor) const Tags one actor: writes its label into the custom depth stencil value of every primitive component and enables the custom depth pass when the label is not 0.
TagActorsInLevel void USemSegTagger::TagActorsInLevel(UWorld &world) const Tags every actor currently in the world.
USemSegTagger USemSegTagger::USemSegTagger()