Navigation
Unreal Engine C++ API Reference > Runtime > Engine > Engine
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Classes/Engine/TextureStreamingTypes.h |
Include | #include "Engine/TextureStreamingTypes.h" |
Syntax
class FStreamingTextureLevelContext
Remarks
Context used to resolve FStreamingTextureBuildInfo to FStreamingRenderAssetPrimitiveInfo The context make sure that build data and each texture is only processed once per component (with constant time). It manage internally structures used to accelerate the binding between precomputed data and textures, so that there is only one map lookup per texture per level. There is some complexity here because the build data does not reference directly texture objects to avoid hard references which would load texture when the component is loaded, which could be wrong since the build data is built for a specific feature level and quality level. The current feature and quality could reference more or less textures. This requires the logic to not submit a streaming entry for precomputed data, as well as submit fallback data for texture that were referenced in the texture streaming build.
Constructors
Type | Name | Description | |
---|---|---|---|
![]() |
FStreamingTextureLevelContext
(
EMaterialQualityLevel::Type InQualityLevel, |
||
![]() |
FStreamingTextureLevelContext
(
EMaterialQualityLevel::Type InQualityLevel, |
Needs InLevel to use precomputed data from. | |
![]() |
FStreamingTextureLevelContext
(
EMaterialQualityLevel::Type InQualityLevel, |
Destructors
Type | Name | Description | |
---|---|---|---|
![]() |
Functions
Type | Name | Description | |
---|---|---|---|
![]() |
void | BindBuildData
(
const TArray< FStreamingTextureBuildInfo >* PreBuiltData |
|
![]() ![]() |
bool | ||
![]() |
ERHIFeatureLevel::Type | ||
![]() |
EMaterialQualityLevel::Type | ||
![]() |
void | ProcessMaterial
(
const FBoxSphereBounds& ComponentBounds, |
|
![]() |
void | UpdateContext
(
EMaterialQualityLevel::Type InQualityLevel, |