UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
SubUVAnimation.h File Reference
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "UObject/Object.h"
#include "RenderCommandFence.h"
#include "RenderResource.h"
#include "Containers/ResourceArray.h"
#include "ProfilingDebugging/CookStats.h"
#include "SubUVAnimation.generated.h"

Go to the source code of this file.

Classes

class  FSubUVDerivedData
 
class  FSubUVBoundingGeometryBuffer
 
class  USubUVAnimation
 

Macros

#define SUBUV_DERIVEDDATA_VER   TEXT("9E83F251AF83E44D8192C237A7C2433E")
 

Typedefs

using directly = FResourceArrayUploadArrayView
 

Enumerations

enum  ESubUVBoundingVertexCount : int { BVC_FourVertices , BVC_EightVertices }
 
enum  EOpacitySourceMode : int {
  OSM_Alpha , OSM_ColorBrightness , OSM_RedChannel , OSM_GreenChannel ,
  OSM_BlueChannel
}
 

Macro Definition Documentation

◆ SUBUV_DERIVEDDATA_VER

#define SUBUV_DERIVEDDATA_VER   TEXT("9E83F251AF83E44D8192C237A7C2433E")

Typedef Documentation

◆ directly

Enumeration Type Documentation

◆ EOpacitySourceMode

Enumerator
OSM_Alpha 
OSM_ColorBrightness 
OSM_RedChannel 
OSM_GreenChannel 
OSM_BlueChannel 

◆ ESubUVBoundingVertexCount

More bounding vertices results in reduced overdraw, but adds more triangle overhead. The eight vertex mode is best used when the SubUV texture has a lot of space to cut out that is not captured by the four vertex version, and when the particles using the texture will be few and large.

Enumerator
BVC_FourVertices 
BVC_EightVertices