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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/FTexturePlatformData
Stores information about how we generated this encoded texture. Mostly relevant to Oodle, however notably does actually tell you which encoder was used.
| Name | FTextureEncodeResultMetadata |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Classes/Engine/Texture.h |
| Include Path | #include "Engine/Texture.h" |
Syntax
struct FTextureEncodeResultMetadata
Enums
Public
| Name | Remarks |
|---|---|
| OodleRDOSource |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bIsValid | bool | This struct is not always filled out, allow us to check for invalid data. | Engine/Texture.h | |
| bSupportsEncodeSpeed | bool | If this is false, the remaining fields are invalid (as encode speed governs the various Oodle specific values right now.) | Engine/Texture.h | |
| bWasEditorCustomEncoding | bool | If true, then the encoding settings were overridden in the texture editor for encoding experimentation, and thus RDOSource and EncodeSpeed should be ignored. | Engine/Texture.h | |
| EncodedFormat | EPixelFormat | This is the format the texture will be using on the device so that when we decode for viewing we know what it originally was. | Engine/Texture.h | |
| Encoder | FName | Returned from ITextureFormat. | Engine/Texture.h | |
| EncodeSpeed | uint8 | Which encode speed we ended up using. Must be either ETextureEncodeSpeed::Final or ETextureEncodeSpeed::Fast. | Engine/Texture.h | |
| OodleEncodeEffort | uint8 | Enum ETextureEncodeEffort | Engine/Texture.h | |
| OodleRDO | uint8 | The resulting RDO lambda, 0 means no RDO. | Engine/Texture.h | |
| OodleUniversalTiling | uint8 | Enum ETextureUniversalTiling | Engine/Texture.h | |
| RDOSource | OodleRDOSource | Engine/Texture.h |