UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
FAllocatedVTDescription Struct Reference

#include <VirtualTexturing.h>

Public Attributes

FName Name
 
uint32 TileSize = 0u
 
uint32 TileBorderSize = 0u
 
uint32 MaxSpaceSize = 0u
 
uint32 IndirectionTextureSize = 0u
 
uint8 Dimensions = 0u
 
uint8 NumTextureLayers = 0u
 
uint8 ForceSpaceID = 0xff
 
uint8 AdaptiveLevelBias = 0u
 
FVirtualTextureProducerHandle ProducerHandle [VIRTUALTEXTURE_SPACE_MAXLAYERS]
 
uint8 ProducerLayerIndex [VIRTUALTEXTURE_SPACE_MAXLAYERS] = { 0u }
 
union { 
 
   uint8   PackedFlags = 0u 
 
   struct { 
 
      uint8   bPrivateSpace: 1 
 
      uint8   bShareDuplicateLayers: 1 
 
   }  
 
};  
 

Friends

bool operator== (const FAllocatedVTDescription &Lhs, const FAllocatedVTDescription &Rhs)
 
bool operator!= (const FAllocatedVTDescription &Lhs, const FAllocatedVTDescription &Rhs)
 
uint32 GetTypeHash (const FAllocatedVTDescription &Description)
 

Detailed Description

Parameters needed to create an IAllocatedVirtualTexture Describes both page table and physical texture size, format, and layout

Friends And Related Symbol Documentation

◆ GetTypeHash

uint32 GetTypeHash ( const FAllocatedVTDescription Description)
friend

◆ operator!=

bool operator!= ( const FAllocatedVTDescription Lhs,
const FAllocatedVTDescription Rhs 
)
friend

◆ operator==

bool operator== ( const FAllocatedVTDescription Lhs,
const FAllocatedVTDescription Rhs 
)
friend

Member Data Documentation

◆ [union]

union { ... } FAllocatedVTDescription

◆ AdaptiveLevelBias

uint8 FAllocatedVTDescription::AdaptiveLevelBias = 0u

◆ bPrivateSpace

uint8 FAllocatedVTDescription::bPrivateSpace

Should the AllocatedVT create its own dedicated page table allocation? Can be useful to control total allocation. The system only supports a limited number of unique page tables, so this must be used carefully

◆ bShareDuplicateLayers

uint8 FAllocatedVTDescription::bShareDuplicateLayers

If the AllocatedVT has the same producer mapped to multiple layers, should those be merged into a single page table layer? This can make for more efficient page tables when enabled, but certain code may make assumption that number of layers specified when allocating VT exactly matches the resulting page page

◆ Dimensions

uint8 FAllocatedVTDescription::Dimensions = 0u

◆ ForceSpaceID

uint8 FAllocatedVTDescription::ForceSpaceID = 0xff

◆ IndirectionTextureSize

uint32 FAllocatedVTDescription::IndirectionTextureSize = 0u

◆ MaxSpaceSize

uint32 FAllocatedVTDescription::MaxSpaceSize = 0u

◆ Name

FName FAllocatedVTDescription::Name

◆ NumTextureLayers

uint8 FAllocatedVTDescription::NumTextureLayers = 0u

◆ PackedFlags

uint8 FAllocatedVTDescription::PackedFlags = 0u

◆ ProducerHandle

FVirtualTextureProducerHandle FAllocatedVTDescription::ProducerHandle[VIRTUALTEXTURE_SPACE_MAXLAYERS]

Producer for each texture layer.

◆ ProducerLayerIndex

uint8 FAllocatedVTDescription::ProducerLayerIndex[VIRTUALTEXTURE_SPACE_MAXLAYERS] = { 0u }

Local layer inside producer for each texture layer.

◆ TileBorderSize

uint32 FAllocatedVTDescription::TileBorderSize = 0u

◆ TileSize

uint32 FAllocatedVTDescription::TileSize = 0u

The documentation for this struct was generated from the following file: