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All the tiles are essentially stored as an array of structs with each tile having different memory sections:
| OccupancyBitsA | OccupancyBitsB | VoxelsA | VoxelsB |
OccupancyBitsA and OccupancyBitsB will only be stored if the respective texture/attributes group exists (Format is != Unknown). Each set of occupancy bits has a fixed size, so it doesn't need to be stored explicitely. VoxelsA and VoxelsB are the compacted non-fallback-value voxels of the tile. The sizes of these sections varies with the number of active voxels in the tile (and in each texture).
| Name | FTileInfo |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Classes/SparseVolumeTexture/SparseVolumeTexture.h |
| Include Path | #include "SparseVolumeTexture/SparseVolumeTexture.h" |
Syntax
struct FTileInfo
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| NumVoxels | TStaticArray< uint32, 2 > | SparseVolumeTexture/SparseVolumeTexture.h | ||
| OccupancyBitsOffsets | TStaticArray< uint32, 2 > | SparseVolumeTexture/SparseVolumeTexture.h | ||
| OccupancyBitsSizes | TStaticArray< uint32, 2 > | SparseVolumeTexture/SparseVolumeTexture.h | ||
| Offset | uint32 | SparseVolumeTexture/SparseVolumeTexture.h | ||
| Size | uint32 | SparseVolumeTexture/SparseVolumeTexture.h | ||
| VoxelDataOffsets | TStaticArray< uint32, 2 > | SparseVolumeTexture/SparseVolumeTexture.h | ||
| VoxelDataSizes | TStaticArray< uint32, 2 > | SparseVolumeTexture/SparseVolumeTexture.h |