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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/GameFramework > API/Runtime/Engine/GameFramework/APlayerController
References
| Module | Engine |
| Header | /Engine/Source/Runtime/Engine/Classes/GameFramework/PlayerController.h |
| Include | #include "GameFramework/PlayerController.h" |
UFUNCTION (Reliable, Client)
void ClientSetForceMipLevelsToBeResident
(
class UMaterialInterface * Material,
float ForceDuration,
int32 CinematicTextureGroups
)
Remarks
Forces the streaming system to disregard the normal logic for the specified duration and instead always load all mip-levels for all textures used by the specified material.
Parameters
| Name | Description |
|---|---|
| Material | The material whose textures should be forced into memory. |
| ForceDuration | Number of seconds to keep all mip-levels in memory, disregarding the normal priority logic. |
| CinematicTextureGroups | Bitfield indicating which texture groups that use extra high-resolution mips |