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Determines where the patch gets its information, which affects its memory usage in editor (not in runtime, since patches are baked directly into landscape and removed for runtime).
| Name | ELandscapeTexturePatchSourceMode |
| Type | enum |
| Header File | /Engine/Plugins/Editor/LandscapePatch/Source/LandscapePatch/Public/LandscapeTexturePatch.h |
| Include Path | #include "LandscapeTexturePatch.h" |
Syntax
enum ELandscapeTexturePatchSourceMode
{
None,
InternalTexture,
TextureBackedRenderTarget,
TextureAsset,
}
Values
| Name | Remarks |
|---|---|
| None | The patch is considered not to have any data stored for this element. |
| InternalTexture | The data will be read from an internally-stored UTexture2D. |
| TextureBackedRenderTarget | The patch data will be read from an internally-stored render target, which can be written to via Blueprints and which gets serialized to an internally stored UTexture2D when needed. |
| TextureAsset | The data will be read from a UTexture asset (which can be a render target). |