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Save the input texture to a UTexture2D asset (format is always BGRA8). Outputs a soft object path attribute for the saved texture. Editor only.
| Name | UPCGSaveTextureToAssetSettings |
| Type | class |
| Header File | /Engine/Plugins/PCG/Source/PCG/Public/Elements/PCGSaveTextureToAsset.h |
| Include Path | #include "Elements/PCGSaveTextureToAsset.h" |
Syntax
UCLASS (MinimalAPI, BlueprintType, ClassGroup=(Procedural))
class UPCGSaveTextureToAssetSettings : public UPCGSettings
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UPCGData → UPCGSettingsInterface → UPCGSettings → UPCGSaveTextureToAssetSettings
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ExporterParams | FPCGAssetExporterParameters | Elements/PCGSaveTextureToAsset.h |
|
Functions
Public
Overridden from UPCGSettings
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FName GetDefaultNodeName() |
Elements/PCGSaveTextureToAsset.h | ||
virtual FText GetDefaultNodeTitle() |
Elements/PCGSaveTextureToAsset.h | ||
virtual FText GetNodeTooltipText() |
Elements/PCGSaveTextureToAsset.h | ||
virtual EPCGSettingsType GetType() |
Elements/PCGSaveTextureToAsset.h |
Protected
Overridden from UPCGSettings
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FPCGElementPtr CreateElement() |
Elements/PCGSaveTextureToAsset.h | ||
virtual TArray< FPCGPinProperties > InputPinProperties() |
Returns an array of all the input pin properties. You should not add manually a "params" pin, it is handled automatically by FillOverridableParamsPins. | Elements/PCGSaveTextureToAsset.h | |
virtual TArray< FPCGPinProperties > OutputPinProperties() |
Elements/PCGSaveTextureToAsset.h |