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API > API/Runtime > API/Runtime/Engine
References
| Module | Engine |
| Header | /Engine/Source/Runtime/Engine/Public/BufferVisualizationData.h |
| Include | #include "BufferVisualizationData.h" |
Syntax
class FBufferVisualizationData
Remarks
Copyright Epic Games, Inc. All Rights Reserved.
Constructors
| Type | Name | Description | |
|---|---|---|---|
Functions
| Type | Name | Description | |
|---|---|---|---|
| UMaterialInterface * | GetMaterial
(
FName InMaterialName |
Get a named material from the available material map | |
| bool | GetMaterialApplyAutoExposure
(
FName InMaterialName |
Get whether auto exposure should be applied for the visualization mode | |
| FText | Get the default display name if no material is used and the Overview window is being used | ||
| FText | GetMaterialDisplayName
(
FName InMaterialName |
Get the display name of a named material from the available material map | |
| TArray< UMaterialInterface * > & | Access the list of materials currently in use by the buffer visualization overview | ||
| const TCHAR * | Return the console command name for enabling single buffer visualization | ||
| void | Initialize () |
Initialise the system | |
| bool | IsDifferentToCurrentOverviewMaterialNames
(
const FString& InNameList |
||
| bool | Check if system was initialized | ||
| void | IterateOverAvailableMaterials
(
T& Iterator |
Iterator function for iterating over available materials | |
| void | SetCurrentOverviewMaterialNames
(
const FString& InNameList |
We cache the overview material name list from the console command here, so all dynamically created views can re-use the existing cached list of materials |
Typedefs
| Name | Description |
|---|---|
| TMaterialMap | Mapping of FName (first parameter in ini file material list) to a material record |