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API > API/Plugins > API/Plugins/InterchangeFactoryNodes > API/Plugins/InterchangeFactoryNodes/UInterchangeTexture2DFactoryNode
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void SetSourceBlocks
(
const TMap< int32, FString >& InSourceBlocks |
Set the source blocks for the texture. | InterchangeTexture2DFactoryNode.h |
|
void SetSourceBlocks
(
TMap< int32, FString >&& InSourceBlocks |
Set the source blocks for the texture. | InterchangeTexture2DFactoryNode.h |
SetSourceBlocks(const TMap< int32, FString > &)
Description
Set the source blocks for the texture. Using this suggests to the pipeline to consider this texture as a UDIM. The pipeline can choose whether to pass these blocks to the texture factory node.
| Name | SetSourceBlocks |
| Type | function |
| Header File | /Engine/Plugins/Interchange/Runtime/Source/FactoryNodes/Public/InterchangeTexture2DFactoryNode.h |
| Include Path | #include "InterchangeTexture2DFactoryNode.h" |
UFUNCTION (BlueprintCallable, Category="Interchange | Node | Texture | UDIMs")
void SetSourceBlocks
(
const TMap < int32, FString > & InSourceBlocks
)
Parameters
| Name | Remarks |
|---|---|
| InSourceBlocks | The blocks and their source image that compose the whole texture. The textures must be of the same format and use the same pixel format. The first block in the map is used to determine the accepted texture format and pixel format. |
SetSourceBlocks(TMap< int32, FString > &&)
Description
Set the source blocks for the texture. Using this suggests to the pipeline to consider this texture as a UDIM. The pipeline can choose whether to pass these blocks to the texture factory node.
| Name | SetSourceBlocks |
| Type | function |
| Header File | /Engine/Plugins/Interchange/Runtime/Source/FactoryNodes/Public/InterchangeTexture2DFactoryNode.h |
| Include Path | #include "InterchangeTexture2DFactoryNode.h" |
void SetSourceBlocks
(
TMap < int32, FString > && InSourceBlocks
)
Parameters
| Name | Remarks |
|---|---|
| InSourceBlocks | The blocks and their source image that compose the whole texture. The textures must be of the same format and use the same pixel format. The first block in the map is used to determine the accepted texture format and pixel format. |