UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
LandscapeEditReadback.cpp File Reference

Classes

struct  FLandscapeEditReadbackTaskImpl
 
class  FLandscapeEditReadbackTaskPool
 

Namespaces

namespace  UE
 
namespace  UE::Landscape
 
namespace  UE::Landscape::Private
 

Functions

void InitTask_GameThread (FLandscapeEditReadbackTaskImpl &Task, UTexture2D const *InTexture, FLandscapeEditLayerReadback::FReadbackContext &&InReadbackContext, uint32 InFrameId)
 
bool InitTask_RenderThread (FRHICommandListImmediate &RHICmdList, FLandscapeEditReadbackTaskImpl &Task)
 
void KickTask_RenderThread (FRHICommandListImmediate &RHICmdList, FLandscapeEditReadbackTaskImpl &Task)
 
bool UpdateTask_RenderThread (FRHICommandListImmediate &RHICmdList, FLandscapeEditReadbackTaskImpl &Task, bool bFlush)
 

Function Documentation

◆ InitTask_GameThread()

void InitTask_GameThread ( FLandscapeEditReadbackTaskImpl Task,
UTexture2D const *  InTexture,
FLandscapeEditLayerReadback::FReadbackContext &&  InReadbackContext,
uint32  InFrameId 
)

Initialize the read back task data that is written by game thread.

◆ InitTask_RenderThread()

bool InitTask_RenderThread ( FRHICommandListImmediate RHICmdList,
FLandscapeEditReadbackTaskImpl Task 
)

Initialize the read back task resources.

◆ KickTask_RenderThread()

void KickTask_RenderThread ( FRHICommandListImmediate RHICmdList,
FLandscapeEditReadbackTaskImpl Task 
)

Kick the GPU work for the read back task.

◆ UpdateTask_RenderThread()

bool UpdateTask_RenderThread ( FRHICommandListImmediate RHICmdList,
FLandscapeEditReadbackTaskImpl Task,
bool  bFlush 
)

Update the read back task on the render thread. Check if the GPU work is complete and if it is copy the data.

Returns
true if the task's state is Complete, false if it is still Pending :