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FCreateTextureObjectParams is a collection of input data intended to be passed to UModelingObjectsCreationAPI::CreateTextureObject(). Not all data necessarily needs to be specified, this will depend on the particular implementation. The comments below are representative of how this data structure is used in the Tools and API implementation(s) provided with Unreal Engine, but end-user implementors could abuse these fields as necessary.
The definition of a "texture object" is implementation-specific. In the UE Editor this is generally a UTexture2D
| Name | FCreateTextureObjectParams |
| Type | struct |
| Header File | /Engine/Plugins/Runtime/MeshModelingToolset/Source/ModelingComponents/Public/ModelingObjectsCreationAPI.h |
| Include Path | #include "ModelingObjectsCreationAPI.h" |
Syntax
USTRUCT (Blueprintable)
struct FCreateTextureObjectParams
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| BaseName | FString | The base name of the new mesh object | ModelingObjectsCreationAPI.h |
|
| FullAssetPath | FString | A full path location to save the asset out to. | ModelingObjectsCreationAPI.h |
|
| GeneratedTransientTexture | TObjectPtr< UTexture2D > | Input data Texture source data. | ModelingObjectsCreationAPI.h |
|
| StoreRelativeToObject | TObjectPtr< UObject > | An object to store the Texture relative to. | ModelingObjectsCreationAPI.h |
|
| TargetWorld | TObjectPtr< UWorld > | The World/Level the new texture object should be created in (if known). | ModelingObjectsCreationAPI.h |
|
| TypeHintExtended | int32 | Base data An arbitrary integer that can be used to pass data to an API implementation | ModelingObjectsCreationAPI.h |
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