UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
UE::Landscape::FScratchRenderTargetParams Struct Reference

#include <LandscapeEditResourcesSubsystem.h>

Public Member Functions

 FScratchRenderTargetParams ()=default
 
 FScratchRenderTargetParams (const FString &InDebugName, bool bInExactDimensions, bool bInUseUAV, bool bInTargetArraySlicesIndependently, const FIntPoint &InResolution, int32 InNumSlices, ETextureRenderTargetFormat InFormat, const FLinearColor &InClearColor, ERHIAccess InInitialState)
 

Public Attributes

FString DebugName
 
bool bExactDimensions = false
 
bool bUseUAV = false
 
bool bTargetArraySlicesIndependently = false
 
FIntPoint Resolution = FIntPoint(ForceInit)
 
int32 NumSlices = 0
 
ETextureRenderTargetFormat Format = ETextureRenderTargetFormat::RTF_RGBA8
 
FLinearColor ClearColor = FLinearColor(ForceInitToZero)
 
ERHIAccess InitialState = ERHIAccess::None
 

Constructor & Destructor Documentation

◆ FScratchRenderTargetParams() [1/2]

UE::Landscape::FScratchRenderTargetParams::FScratchRenderTargetParams ( )
default

◆ FScratchRenderTargetParams() [2/2]

UE::Landscape::FScratchRenderTargetParams::FScratchRenderTargetParams ( const FString &  InDebugName,
bool  bInExactDimensions,
bool  bInUseUAV,
bool  bInTargetArraySlicesIndependently,
const FIntPoint InResolution,
int32  InNumSlices,
ETextureRenderTargetFormat  InFormat,
const FLinearColor InClearColor,
ERHIAccess  InInitialState 
)
inlineexplicit

Member Data Documentation

◆ bExactDimensions

bool UE::Landscape::FScratchRenderTargetParams::bExactDimensions = false

Use this to make sure the returned render target has the exact dimension as was requested (if false, a larger RT might be recycled)

◆ bTargetArraySlicesIndependently

bool UE::Landscape::FScratchRenderTargetParams::bTargetArraySlicesIndependently = false

Requires the render target to have the ETextureCreateFlags::TargetArraySlicesIndependently flag

◆ bUseUAV

bool UE::Landscape::FScratchRenderTargetParams::bUseUAV = false

Requires the render target to have the ETextureCreateFlags::UAV flag

◆ ClearColor

FLinearColor UE::Landscape::FScratchRenderTargetParams::ClearColor = FLinearColor(ForceInitToZero)

Default clear color of the requested render target

◆ DebugName

FString UE::Landscape::FScratchRenderTargetParams::DebugName

Allows to specify a friendly name for this render target (for the duration that the scratch render target is in use : a new name will be used the next time it's recycled)

◆ Format

ETextureRenderTargetFormat UE::Landscape::FScratchRenderTargetParams::Format = ETextureRenderTargetFormat::RTF_RGBA8

Format of the requested render target

◆ InitialState

ERHIAccess UE::Landscape::FScratchRenderTargetParams::InitialState = ERHIAccess::None

(optional) State the render target should be in when it's being requested

◆ NumSlices

int32 UE::Landscape::FScratchRenderTargetParams::NumSlices = 0

Number of slices requested for this render target. 0 means the render target will be a UTextureRenderTarget2D, > 0 means it will be a UTextureRenderTarget2DArray

◆ Resolution

FIntPoint UE::Landscape::FScratchRenderTargetParams::Resolution = FIntPoint(ForceInit)

Requested (minimal) resolution for this render target


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