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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#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 } |
| enum EOpacitySourceMode : int |
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 | |