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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include <VirtualTextureDataBuilder.h>
Public Member Functions | |
| FVirtualTextureDataBuilder (FVirtualTextureBuiltData &SetOutData, const FString &DebugTexturePathName, ITextureCompressorModule *InCompressor=nullptr, IImageWrapperModule *InImageWrapper=nullptr) | |
| ~FVirtualTextureDataBuilder () | |
| bool | Build (FTextureSourceData &InSourceData, FTextureSourceData &InCompositeSourceData, const FTextureBuildSettings *InSettingsPerLayer, bool bAllowAsync) |
Friends | |
| struct | FAsyncMacroBlockTask |
Helper class for building virtual texture data. This works on a set of FTextureSource objects. The idea is that if needed we can create FTextureSource without creating actual UTextures. This is why the builder should stay independent of UTexture. Things it does:
Data is cached in the BuilderObject so the BuildLayer call is not thread safe between calls. Create separate FVirtualTextureDataBuilder instances for each thread instead!
Current assumptions:
| FVirtualTextureDataBuilder::FVirtualTextureDataBuilder | ( | FVirtualTextureBuiltData & | SetOutData, |
| const FString & | DebugTexturePathName, | ||
| ITextureCompressorModule * | InCompressor = nullptr, |
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| IImageWrapperModule * | InImageWrapper = nullptr |
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| ) |
| FVirtualTextureDataBuilder::~FVirtualTextureDataBuilder | ( | ) |
| bool FVirtualTextureDataBuilder::Build | ( | FTextureSourceData & | InSourceData, |
| FTextureSourceData & | InCompositeSourceData, | ||
| const FTextureBuildSettings * | InSettingsPerLayer, | ||
| bool | bAllowAsync | ||
| ) |