USemSegTagger¶
Writes semantic segmentation labels into the custom depth stencil buffer.
Syntax¶
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() |