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API > API/Runtime > API/Runtime/Engine > API/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 | |
|---|---|---|---|
| float | AlphaThreshold | Alpha channel values larger than the threshold are considered occupied and will be contained in the bounding geometry. | |
| TEnumAsByte< enum ESubUVBoundingVertexCount > | BoundingMode | More bounding vertices results in reduced overdraw, but adds more triangle overhead. | |
| TEnumAsByte< enum EOpacitySourceMode > | OpacitySourceMode | ||
| int32 | SubImages_Horizontal | The number of sub-images horizontally in the texture | |
| int32 | SubImages_Vertical | The number of sub-images vertically in the texture | |
| TObjectPtr< UTexture2D > | SubUVTexture | Texture to generate bounding geometry from. |
Constructors
| Type | Name | Description | |
|---|---|---|---|
USubUVAnimation
(
const FObjectInitializer& ObjectInitializer |
Functions
| Type | Name | Description | |
|---|---|---|---|
| FRHIShaderResourceView * | |||
| const FVector2f * | GetFrameData
(
int32 FrameIndex |
||
| int32 | |||
| int32 | |||
| int32 | GetNumFrames () |
||
| bool |
Overridden from UObject
| Type | Name | Description | |
|---|---|---|---|
| void | BeginDestroy () |
Called before destroying the object. | |
| void | Called to finish destroying the object. | ||
| bool | Called to check if the object is ready for FinishDestroy. | ||
| void | PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Called when a property on this object has been modified externally | |
| void | Called after the C++ constructor and after the properties have been initialized, including those loaded from config. | ||
| void | PostLoad () |
Do any object-specific cleanup required immediately after loading an object. | |
| void | PreEditChange
(
FProperty* PropertyAboutToChange |
This is called when a property is about to be modified externally | |
| void | Serialize
(
FStructuredArchive::FRecord Record |
Handles reading, writing, and reference collecting using FArchive. |