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TODO: It's possible that caching the result in this class is not as efficient as it could be if we expect to sample in different ways (e.g. channel) in the same render target
| Name | UPCGRenderTargetData |
| Type | class |
| Header File | /Engine/Plugins/PCG/Source/PCG/Public/Data/PCGRenderTargetData.h |
| Include Path | #include "Data/PCGRenderTargetData.h" |
Syntax
UCLASS (MinimalAPI, BlueprintType, ClassGroup=(Procedural))
class UPCGRenderTargetData : public UPCGBaseTextureData
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UPCGData → UPCGSpatialData → UPCGSpatialDataWithPointCache → UPCGSurfaceData → UPCGBaseTextureData → UPCGRenderTargetData
Typedefs
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| TypeInfo | FPCGDataTypeInfoRenderTarget2D | Data/PCGRenderTargetData.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bOwnsRenderTarget | bool | Data/PCGRenderTargetData.h |
|
|
| RenderTarget | TObjectPtr< UTextureRenderTarget2D > | Data/PCGRenderTargetData.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void Initialize
(
UTextureRenderTarget2D* InRenderTarget, |
Data/PCGRenderTargetData.h |
|
Overridden from UPCGBaseTextureData
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual UTexture * GetTexture() |
Data/PCGRenderTargetData.h | ||
virtual EPCGTextureResourceType GetTextureResourceType() |
Data/PCGRenderTargetData.h | ||
virtual FTextureRHIRef GetTextureRHI() |
Data/PCGRenderTargetData.h |
Overridden from UPCGData
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void AddToCrc
(
FArchiveCrc32& Ar, |
Adds this data to Crc. | Data/PCGRenderTargetData.h | |
virtual PRAGMA_DISABLE_DEPRECATION_WARNINGSEPCGDataType GetDataType() |
@todo_pcg To be deprecated when we switch to the new type | Data/PCGRenderTargetData.h | |
virtual const FPCGDataTypeBaseId & GetDataTypeId() |
Data/PCGRenderTargetData.h | ||
virtual bool HoldsTransientResources () |
Whether this data is holding onto one or more transient resources. | Data/PCGRenderTargetData.h | |
virtual bool IsCacheable() |
Whether the data can be placed in the graph cache. | Data/PCGRenderTargetData.h | |
virtual void ReleaseTransientResources
(
const TCHAR* InReason |
Data/PCGRenderTargetData.h |
Protected
Overridden from UPCGSpatialData
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual UPCGSpatialData * CopyInternal
(
FPCGContext* Context |
Data/PCGRenderTargetData.h |