Navigation
API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/SparseVolumeTexture
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- USparseVolumeTexture
- UStreamableSparseVolumeTexture
- UAnimatedSparseVolumeTexture
- UStaticSparseVolumeTexture
References
| Module | Engine |
| Header | /Engine/Source/Runtime/Engine/Classes/SparseVolumeTexture/SparseVolumeTexture.h |
| Include | #include "SparseVolumeTexture/SparseVolumeTexture.h" |
Syntax
UCLASS (MinimalAPI, ClassGroup=Rendering, BlueprintType)
class UStreamableSparseVolumeTexture :
public USparseVolumeTexture ,
public IInterface_AssetUserData
Remarks
Represents a streamable SparseVolumeTexture asset and serves as base class for UStaticSparseVolumeTexture and UAnimatedSparseVolumeTexture. It has an array of USparseVolumeTextureFrame.
Variables
| Type | Name | Description | |
|---|---|---|---|
| TEnumAsByte< enum TextureAddress > | AddressX | The addressing mode to use for the X axis. | |
| TEnumAsByte< enum TextureAddress > | AddressY | The addressing mode to use for the Y axis. | |
| TEnumAsByte< enum TextureAddress > | AddressZ | The addressing mode to use for the Z axis. | |
| TObjectPtr< class UAssetImportData > | AssetImportData | ||
| TArray< TObjectPtr< class UAssetUserData > > | AssetUserData | Array of user data stored with the asset | |
| bool | bLocalDDCOnly | If enabled, the SparseVolumeTexture is only going to use the local DDC. For certain assets it might be reasonable to also use the remote DDC, but for larger assets this will mean long up- and download times. | |
| FVector4f | FallbackValueA | ||
| FVector4f | FallbackValueB | ||
| TEnumAsByte< enum EPixelFormat > | FormatA | ||
| TEnumAsByte< enum EPixelFormat > | FormatB | ||
| TArray< TObjectPtr< USparseVolumeTextureFrame > > | Frames | ||
| uint8 | InitState | ||
| int32 | NumberOfPrefetchFrames | When using non-blocking streaming requests, upcoming frames are loaded into memory in advance. This property controls how many frames to prefetch. | |
| int32 | NumFrames | ||
| int32 | NumMipLevels | ||
| float | PrefetchPercentageBias | When using non-blocking streaming requests, upcoming frames are loaded into memory in advance. | |
| float | PrefetchPercentageStepSize | When using non-blocking streaming requests, upcoming frames are loaded into memory in advance. | |
| float | StreamingPoolSizeFactor | The SVT streaming pool is sized such that it can hold the largest frame multiplied by this value. There should be some slack to allow for prefetching frames. | |
| FIntVector | VolumeBoundsMax | ||
| FIntVector | VolumeBoundsMin | ||
| FIntVector | VolumeResolution |
Constructors
| Type | Name | Description | |
|---|---|---|---|
UStreamableSparseVolumeTexture
(
const FObjectInitializer& ObjectInitializer |
Destructors
| Type | Name | Description | |
|---|---|---|---|
Functions
| Type | Name | Description | |
|---|---|---|---|
| bool | AppendFrame
(
UE::SVT::FTextureData& UncookedFrame, |
||
| bool | BeginInitialize
(
int32 NumExpectedFrames |
Multi-phase initialization: Call BeginInitialize(), then call AppendFrame() for each frame to add and then finish initialization with a call to EndInitialize(). | |
| bool | |||
| USparseVolumeTextureFrame * | Consider using USparseVolumeTextureFrame::GetFrameAndIssueStreamingRequest() if the frame should have streaming requests issued. | ||
| bool | Initialize
(
const TArrayView< UE::SVT::FTextureData >& UncookedData, |
Convenience function wrapping the multi-phase initialization functions above. | |
| void | OnAddExtraObjectsToDelete
(
const TArray< UObject* >& InObjectsToDelete, |
||
| void | OnAssetsAddExtraObjectsToDelete
(
TArray< UObject* >& ObjectsToDelete |
||
| void | Ensures all frames have derived data (based on the source data and the current settings like TextureAddress modes etc.) cached to DDC and are ready for rendering. | ||
| void | |||
| bool | |||
| void |
Overridden from USparseVolumeTexture
| Type | Name | Description | |
|---|---|---|---|
| FVector4f | GetFallbackValue
(
int32 AttributesIndex |
||
| EPixelFormat | |||
| FTransform | |||
| int32 | GetNumFrames () |
||
| int32 | |||
| TextureAddress | |||
| TextureAddress | |||
| TextureAddress | |||
| const UE::SVT::FTextureRenderResources * | |||
| FIntVector |
Overridden from UObject
| Type | Name | Description | |
|---|---|---|---|
| void | BeginDestroy () |
Called before destroying the object. | |
| void | Called to finish destroying the object. | ||
| void | GetAssetRegistryTags
(
TArray< FAssetRegistryTag >& OutTags |
||
| void | GetAssetRegistryTags
(
FAssetRegistryTagsContext Context |
Gathers a list of asset registry searchable tags which are name/value pairs with some type information This only needs to be implemented for asset objects | |
| void | GetResourceSizeEx
(
FResourceSizeEx& CumulativeResourceSize |
Get the size of the object/resource for use in memory tools or to display to artists/LDs in the Editor This is the extended version which separates up the used memory into different memory regions (the actual definition of which may be platform specific). | |
| 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 | Handles reading, writing, and reference collecting using FArchive. |
Overridden from IInterface_AssetUserData
| Type | Name | Description | |
|---|---|---|---|
| void | AddAssetUserData
(
UAssetUserData* InUserData |
||
| const TArray< UAssetUserData * > * | |||
| UAssetUserData * | GetAssetUserDataOfClass
(
TSubclassOf< UAssetUserData > InUserDataClass |
Returns an instance of the provided AssetUserData class if it's contained in the target asset. | |
| void | RemoveUserDataOfClass
(
TSubclassOf< UAssetUserData > InUserDataClass |
Enums
| Type | Name | Description | |
|---|---|---|---|
| EInitState |