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| Name | UImportanceSamplingLibrary |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Classes/Kismet/ImportanceSamplingLibrary.h |
| Include Path | #include "Kismet/ImportanceSamplingLibrary.h" |
Syntax
UCLASS (MinimalAPI)
class UImportanceSamplingLibrary : public UBlueprintFunctionLibrary
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UBlueprintFunctionLibrary → UImportanceSamplingLibrary
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UImportanceSamplingLibrary
(
const FObjectInitializer& ObjectInitializer |
Kismet/ImportanceSamplingLibrary.h |
Functions
Public
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static void BreakImportanceTexture
(
const FImportanceTexture& ImportanceTexture, |
Get texture used to create an ImportanceTexture object | Kismet/ImportanceSamplingLibrary.h |
|
static void ImportanceSample
(
const FImportanceTexture& Texture, |
Distribute sample points proportional to Texture2D luminance. | Kismet/ImportanceSamplingLibrary.h |
|
static FImportanceTexture MakeImportanceTexture
(
UTexture2D* Texture, |
Create an FImportanceTexture object for texture-driven importance sampling from a 2D RGBA8 texture | Kismet/ImportanceSamplingLibrary.h |
|
static FVector2D NextSobolCell2D
(
int32 Index, |
Kismet/ImportanceSamplingLibrary.h |
|
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static FVector NextSobolCell3D
(
int32 Index, |
Kismet/ImportanceSamplingLibrary.h |
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static float NextSobolFloat
(
int32 Index, |
Kismet/ImportanceSamplingLibrary.h |
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static FVector2D RandomSobolCell2D
(
int32 Index, |
Kismet/ImportanceSamplingLibrary.h |
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static FVector RandomSobolCell3D
(
int32 Index, |
Kismet/ImportanceSamplingLibrary.h |
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static float RandomSobolFloat
(
int32 Index, |
Sobol quasi-random generator functions | Kismet/ImportanceSamplingLibrary.h |
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