Navigation
Unreal Engine C++ API Reference > Runtime > Engine > Kismet
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UBlueprintFunctionLibrary
- UImportanceSamplingLibrary
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Classes/Kismet/ImportanceSamplingLibrary.h |
Include | #include "Kismet/ImportanceSamplingLibrary.h" |
Syntax
class UImportanceSamplingLibrary : public UBlueprintFunctionLibrary
Constructors
Type | Name | Description | |
---|---|---|---|
![]() |
UImportanceSamplingLibrary
(
const FObjectInitializer& ObjectInitializer |
Functions
Type | Name | Description | |
---|---|---|---|
![]() ![]() |
void | BreakImportanceTexture
(
const FImportanceTexture& ImportanceTexture, |
Get texture used to create an ImportanceTexture object |
![]() ![]() |
void | ImportanceSample
(
const FImportanceTexture& Texture, |
Distribute sample points proportional to Texture2D luminance. |
![]() ![]() |
FImportanceTexture | MakeImportanceTexture
(
UTexture2D* Texture, |
Create an FImportanceTexture object for texture-driven importance sampling from a 2D RGBA8 texture |
![]() ![]() |
FVector2D | NextSobolCell2D
(
int32 Index, |
|
![]() ![]() |
FVector | NextSobolCell3D
(
int32 Index, |
|
![]() ![]() |
float | NextSobolFloat
(
int32 Index, |
|
![]() ![]() |
FVector2D | RandomSobolCell2D
(
int32 Index, |
|
![]() ![]() |
FVector | RandomSobolCell3D
(
int32 Index, |
|
![]() ![]() |
float | RandomSobolFloat
(
int32 Index, |
Sobol quasi-random generator functions |