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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include "Engine/Texture2D.h"#include "Algo/AnyOf.h"#include "AsyncCompilationHelpers.h"#include "Containers/ResourceArray.h"#include "EngineLogs.h"#include "UObject/AssetRegistryTagsContext.h"#include "UObject/Package.h"#include "RenderUtils.h"#include "RenderGraphBuilder.h"#include "EngineUtils.h"#include "DeviceProfiles/DeviceProfile.h"#include "DeviceProfiles/DeviceProfileManager.h"#include "DerivedDataCache.h"#include "Math/GuardedInt.h"#include "Rendering/Texture2DResource.h"#include "Streaming/Texture2DStreamOut_AsyncCreate.h"#include "RenderingThread.h"#include "Streaming/Texture2DStreamOut_AsyncReallocate.h"#include "Streaming/Texture2DStreamOut_Virtual.h"#include "Streaming/Texture2DStreamIn_DDC_AsyncCreate.h"#include "Streaming/Texture2DStreamIn_DDC_AsyncReallocate.h"#include "Streaming/Texture2DStreamIn_DerivedData.h"#include "Streaming/Texture2DStreamIn_IO_AsyncCreate.h"#include "Streaming/Texture2DStreamIn_IO_AsyncReallocate.h"#include "Streaming/Texture2DStreamIn_IO_Virtual.h"#include "Streaming/TextureStreamIn.h"#include "Streaming/Texture2DMipAllocator_AsyncCreate.h"#include "Streaming/Texture2DMipAllocator_AsyncReallocate.h"#include "Streaming/Texture2DMipAllocator_Virtual.h"#include "Streaming/Texture2DMipDataProvider_DDC.h"#include "Streaming/Texture2DMipDataProvider_IO.h"#include "Engine/TextureMipDataProviderFactory.h"#include "EngineModule.h"#include "VT/UploadingVirtualTexture.h"#include "VT/VirtualTextureBuiltData.h"#include "VT/VirtualTextureScalability.h"#include "ImageUtils.h"#include "TextureCompiler.h"#include "Misc/ScopedSlowTask.h"#include "UObject/ObjectSaveContext.h"#include "UObject/StrongObjectPtr.h"#include "VirtualTextureEnum.h"#include "ProfilingDebugging/AssetMetadataTrace.h"Macros | |
| #define | LOCTEXT_NAMESPACE "UTexture2D" |
Functions | |
| bool | TrackRenderAssetEvent (FStreamingRenderAsset *StreamingTexture, UStreamableRenderAsset *Texture, bool bForceMipLevelsToBeResident, const FRenderAssetStreamingManager *Manager) |
Variables | |
| TAutoConsoleVariable< int32 > | CVarFlushRHIThreadOnSTreamingTextureLocks (TEXT("r.FlushRHIThreadOnSTreamingTextureLocks"), 0, TEXT("If set to 0, we won't do any flushes for streaming textures. This is safe because the texture streamer deals with these hazards explicitly."), ECVF_RenderThreadSafe) |
| int32 | GUseGenericStreamingPath = 0 |
| int32 | GDefragmentationRetryCounter = 10 |
| int32 | GDefragmentationRetryCounterLong = 100 |
| #define LOCTEXT_NAMESPACE "UTexture2D" |
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extern |
Turn on ENABLE_RENDER_ASSET_TRACKING in ContentStreaming.cpp and setup GTrackedTextures to track specific textures/meshes through the streaming system.
Checks a texture/mesh and tracks it if its name contains any of the tracked render asset names (GTrackedRenderAssetNames).
| RenderAsset | Texture/mesh to check |
| bForceMipLEvelsToBeResident | Whether all mip-levels in the texture/mesh are forced to be resident |
| Manager | can be null |
| TAutoConsoleVariable< int32 > CVarFlushRHIThreadOnSTreamingTextureLocks(TEXT("r.FlushRHIThreadOnSTreamingTextureLocks"), 0, TEXT("If set to 0, we won't do any flushes for streaming textures. This is safe because the texture streamer deals with these hazards explicitly."), ECVF_RenderThreadSafe) | ( | TEXT("r.FlushRHIThreadOnSTreamingTextureLocks") | , |
| 0 | , | ||
| TEXT("If set to 0, we won't do any flushes for streaming textures. This is safe because the texture streamer deals with these hazards explicitly.") | , | ||
| ECVF_RenderThreadSafe | |||
| ) |
| int32 GDefragmentationRetryCounter = 10 |
Number of times to retry to reallocate a texture before trying a panic defragmentation, the first time.
| int32 GDefragmentationRetryCounterLong = 100 |
Number of times to retry to reallocate a texture before trying a panic defragmentation, subsequent times.
| int32 GUseGenericStreamingPath = 0 |