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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.
| Name | USubUVAnimation |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Classes/Particles/SubUVAnimation.h |
| Include Path | #include "Particles/SubUVAnimation.h" |
Syntax
UCLASS (HideCategories=object, MinimalAPI)
class USubUVAnimation : public UObject
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → USubUVAnimation
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
USubUVAnimation
(
const FObjectInitializer& ObjectInitializer |
Particles/SubUVAnimation.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AlphaThreshold | float | Alpha channel values larger than the threshold are considered occupied and will be contained in the bounding geometry. | Particles/SubUVAnimation.h |
|
| BoundingMode | TEnumAsByte< enum ESubUVBoundingVertexCount > | More bounding vertices results in reduced overdraw, but adds more triangle overhead. | Particles/SubUVAnimation.h |
|
| OpacitySourceMode | TEnumAsByte< enum EOpacitySourceMode > | Particles/SubUVAnimation.h |
|
|
| SubImages_Horizontal | int32 | The number of sub-images horizontally in the texture | Particles/SubUVAnimation.h |
|
| SubImages_Vertical | int32 | The number of sub-images vertically in the texture | Particles/SubUVAnimation.h |
|
| SubUVTexture | TObjectPtr< UTexture2D > | Texture to generate bounding geometry from. | Particles/SubUVAnimation.h |
|
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| BoundingGeometryBuffer | FSubUVBoundingGeometryBuffer * | Used on platforms that support instancing, the bounding geometry is fetched from a vertex shader instead of on the CPU. | Particles/SubUVAnimation.h | |
| DerivedData | FSubUVDerivedData | Derived data for this asset, generated off of SubUVTexture. | Particles/SubUVAnimation.h | |
| ReleaseFence | FRenderCommandFence | Tracks progress of BoundingGeometryBuffer release during destruction. | Particles/SubUVAnimation.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FRHIShaderResourceView * GetBoundingGeometrySRV() |
Particles/SubUVAnimation.h | ||
const FVector2f * GetFrameData
(
int32 FrameIndex |
Particles/SubUVAnimation.h | ||
int32 GetNumBoundingTriangles() |
Particles/SubUVAnimation.h | ||
int32 GetNumBoundingVertices() |
Particles/SubUVAnimation.h | ||
int32 GetNumFrames() |
Particles/SubUVAnimation.h | ||
bool IsBoundingGeometryValid() |
Particles/SubUVAnimation.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void BeginDestroy() |
Particles/SubUVAnimation.h | ||
virtual void FinishDestroy() |
Particles/SubUVAnimation.h | ||
virtual bool IsReadyForFinishDestroy() |
Particles/SubUVAnimation.h | ||
virtual void PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Particles/SubUVAnimation.h | ||
virtual void PostInitProperties() |
Particles/SubUVAnimation.h | ||
virtual void PostLoad() |
Particles/SubUVAnimation.h | ||
virtual void PreEditChange
(
FProperty* PropertyAboutToChange |
Particles/SubUVAnimation.h | ||
virtual void Serialize
(
FStructuredArchive::FRecord Record |
Particles/SubUVAnimation.h |