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Unreal Engine C++ API Reference > Runtime > Engine > Particles
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- USubUVAnimation
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Classes/Particles/SubUVAnimation.h |
Include | #include "Particles/SubUVAnimation.h" |
Syntax
class USubUVAnimation : public UObject
Remarks
SubUV animation asset, which caches bounding geometry for regions in the SubUVTexture with non-zero opacity. Particle emitters with a SubUV module which use this asset leverage the optimal bounding geometry to reduce overdraw.
Variables
Type | Name | Description | |
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float | AlphaThreshold | Alpha channel values larger than the threshold are considered occupied and will be contained in the bounding geometry. |
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TEnumAsByte< enum ESubUVBoundingVertexCount > | BoundingMode | More bounding vertices results in reduced overdraw, but adds more triangle overhead. |
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TEnumAsByte< enum EOpacitySourceMode > | OpacitySourceMode | |
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int32 | SubImages_Horizontal | The number of sub-images horizontally in the texture |
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int32 | SubImages_Vertical | The number of sub-images vertically in the texture |
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TObjectPtr< UTexture2D > | SubUVTexture | Texture to generate bounding geometry from. |
Constructors
Type | Name | Description | |
---|---|---|---|
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USubUVAnimation
(
const FObjectInitializer& ObjectInitializer |
Functions
Type | Name | Description | |
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FRHIShaderResourceView * | ||
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const FVector2f * | GetFrameData
(
int32 FrameIndex |
|
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int32 | ||
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int32 | ||
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int32 | GetNumFrames () |
|
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bool |
Overridden from UObject
Type | Name | Description | |
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void | BeginDestroy () |
Called before destroying the object. |
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void | Called to finish destroying the object. | |
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bool | Called to check if the object is ready for FinishDestroy. | |
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void | PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Called when a property on this object has been modified externally |
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void | Called after the C++ constructor and after the properties have been initialized, including those loaded from config. | |
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void | PostLoad () |
Do any object-specific cleanup required immediately after loading an object. |
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void | PreEditChange
(
FProperty* PropertyAboutToChange |
This is called when a property is about to be modified externally |
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void | Serialize
(
FStructuredArchive::FRecord Record |
Handles reading, writing, and reference collecting using FArchive. |