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Represents a streamable SparseVolumeTexture asset and serves as base class for UStaticSparseVolumeTexture and UAnimatedSparseVolumeTexture. It has an array of USparseVolumeTextureFrame.
| Name | UStreamableSparseVolumeTexture |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Classes/SparseVolumeTexture/SparseVolumeTexture.h |
| Include Path | #include "SparseVolumeTexture/SparseVolumeTexture.h" |
Syntax
UCLASS (MinimalAPI, ClassGroup=Rendering, BlueprintType)
class UStreamableSparseVolumeTexture :
public USparseVolumeTexture ,
public IInterface_AssetUserData
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → USparseVolumeTexture → UStreamableSparseVolumeTexture
Implements Interfaces
Derived Classes
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| SparseVolumeTexture/SparseVolumeTexture.h | |||
UStreamableSparseVolumeTexture
(
const FObjectInitializer& ObjectInitializer |
SparseVolumeTexture/SparseVolumeTexture.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~UStreamableSparseVolumeTexture() |
SparseVolumeTexture/SparseVolumeTexture.h |
Enums
Protected
| Name | Remarks |
|---|---|
| EInitState |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AddressX | TEnumAsByte< enum TextureAddress > | The addressing mode to use for the X axis. | SparseVolumeTexture/SparseVolumeTexture.h |
|
| AddressY | TEnumAsByte< enum TextureAddress > | The addressing mode to use for the Y axis. | SparseVolumeTexture/SparseVolumeTexture.h |
|
| AddressZ | TEnumAsByte< enum TextureAddress > | The addressing mode to use for the Z axis. | SparseVolumeTexture/SparseVolumeTexture.h |
|
| AssetImportData | TObjectPtr< class UAssetImportData > | SparseVolumeTexture/SparseVolumeTexture.h |
|
|
| AssetUserData | TArray< TObjectPtr< class UAssetUserData > > | Array of user data stored with the asset | SparseVolumeTexture/SparseVolumeTexture.h |
|
| bLocalDDCOnly | bool | 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. | SparseVolumeTexture/SparseVolumeTexture.h |
|
| FallbackValueA | FVector4f | SparseVolumeTexture/SparseVolumeTexture.h |
|
|
| FallbackValueB | FVector4f | SparseVolumeTexture/SparseVolumeTexture.h |
|
|
| FormatA | TEnumAsByte< enum EPixelFormat > | SparseVolumeTexture/SparseVolumeTexture.h |
|
|
| FormatB | TEnumAsByte< enum EPixelFormat > | SparseVolumeTexture/SparseVolumeTexture.h |
|
|
| NumberOfPrefetchFrames | int32 | When using non-blocking streaming requests, upcoming frames are loaded into memory in advance. This property controls how many frames to prefetch. | SparseVolumeTexture/SparseVolumeTexture.h |
|
| NumFrames | int32 | SparseVolumeTexture/SparseVolumeTexture.h |
|
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| NumMipLevels | int32 | SparseVolumeTexture/SparseVolumeTexture.h |
|
|
| PrefetchPercentageBias | float | When using non-blocking streaming requests, upcoming frames are loaded into memory in advance. | SparseVolumeTexture/SparseVolumeTexture.h |
|
| PrefetchPercentageStepSize | float | When using non-blocking streaming requests, upcoming frames are loaded into memory in advance. | SparseVolumeTexture/SparseVolumeTexture.h |
|
| StreamingPoolSizeFactor | float | 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. | SparseVolumeTexture/SparseVolumeTexture.h |
|
| VolumeResolution | FIntVector | SparseVolumeTexture/SparseVolumeTexture.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool AppendFrame
(
UE::SVT::FTextureData& UncookedFrame, |
SparseVolumeTexture/SparseVolumeTexture.h | ||
virtual 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(). | SparseVolumeTexture/SparseVolumeTexture.h | |
virtual bool EndInitialize() |
SparseVolumeTexture/SparseVolumeTexture.h | ||
USparseVolumeTextureFrame * GetFrame
(
int32 FrameIndex |
Consider using USparseVolumeTextureFrame::GetFrameAndIssueStreamingRequest() if the frame should have streaming requests issued. | SparseVolumeTexture/SparseVolumeTexture.h | |
virtual bool Initialize
(
const TArrayView< UE::SVT::FTextureData >& UncookedData, |
Convenience function wrapping the multi-phase initialization functions above. | SparseVolumeTexture/SparseVolumeTexture.h | |
| SparseVolumeTexture/SparseVolumeTexture.h | |||
| SparseVolumeTexture/SparseVolumeTexture.h |
Overridden from USparseVolumeTexture
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FVector4f GetFallbackValue
(
int32 AttributesIndex |
SparseVolumeTexture/SparseVolumeTexture.h | ||
virtual EPixelFormat GetFormat
(
int32 AttributesIndex |
SparseVolumeTexture/SparseVolumeTexture.h | ||
virtual FTransform GetFrameTransform() |
SparseVolumeTexture/SparseVolumeTexture.h | ||
virtual int32 GetNumFrames() |
SparseVolumeTexture/SparseVolumeTexture.h | ||
virtual int32 GetNumMipLevels() |
SparseVolumeTexture/SparseVolumeTexture.h | ||
virtual TextureAddress GetTextureAddressX() |
SparseVolumeTexture/SparseVolumeTexture.h | ||
virtual TextureAddress GetTextureAddressY() |
SparseVolumeTexture/SparseVolumeTexture.h | ||
virtual TextureAddress GetTextureAddressZ() |
SparseVolumeTexture/SparseVolumeTexture.h | ||
virtual const UE::SVT::FTextureRenderResources * GetTextureRenderResources() |
SparseVolumeTexture/SparseVolumeTexture.h | ||
virtual FIntVector GetVolumeResolution() |
SparseVolumeTexture/SparseVolumeTexture.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void BeginDestroy() |
SparseVolumeTexture/SparseVolumeTexture.h | ||
virtual void FinishDestroy() |
SparseVolumeTexture/SparseVolumeTexture.h | ||
virtual void GetAssetRegistryTags
(
TArray< FAssetRegistryTag >& OutTags |
SparseVolumeTexture/SparseVolumeTexture.h | ||
virtual void GetAssetRegistryTags
(
FAssetRegistryTagsContext Context |
SparseVolumeTexture/SparseVolumeTexture.h | ||
virtual void GetResourceSizeEx
(
FResourceSizeEx& CumulativeResourceSize |
SparseVolumeTexture/SparseVolumeTexture.h | ||
virtual void PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
SparseVolumeTexture/SparseVolumeTexture.h | ||
virtual void PostInitProperties() |
SparseVolumeTexture/SparseVolumeTexture.h | ||
virtual void PostLoad() |
SparseVolumeTexture/SparseVolumeTexture.h | ||
virtual void Serialize
(
FArchive& Ar |
SparseVolumeTexture/SparseVolumeTexture.h |
Overridden from IInterface_AssetUserData
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void AddAssetUserData
(
UAssetUserData* InUserData |
SparseVolumeTexture/SparseVolumeTexture.h | ||
virtual const TArray< UAssetUserData * > * GetAssetUserDataArray() |
SparseVolumeTexture/SparseVolumeTexture.h | ||
virtual UAssetUserData * GetAssetUserDataOfClass
(
TSubclassOf< UAssetUserData > InUserDataClass |
Returns an instance of the provided AssetUserData class if it's contained in the target asset. | SparseVolumeTexture/SparseVolumeTexture.h | |
virtual void RemoveUserDataOfClass
(
TSubclassOf< UAssetUserData > InUserDataClass |
SparseVolumeTexture/SparseVolumeTexture.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void RecacheFrames () |
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. | SparseVolumeTexture/SparseVolumeTexture.h | |
void RegisterEditorDelegates() |
SparseVolumeTexture/SparseVolumeTexture.h | ||
bool ShouldRegisterDelegates() |
SparseVolumeTexture/SparseVolumeTexture.h | ||
void UnregisterEditorDelegates() |
SparseVolumeTexture/SparseVolumeTexture.h |