Navigation
API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/UTexture
Description
Scan the texture source pixels to compute the min & max values of the RGBA channels. Uses texture source, not available in runtime games. Causes texture source data to be loaded, is computed by scanning pixels when called. Will set Min=Max=zero and return false on failure
| Name | ComputeTextureSourceChannelMinMax |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Classes/Engine/Texture.h |
| Include Path | #include "Engine/Texture.h" |
| Source | /Engine/Source/Runtime/Engine/Private/Texture.cpp |
UFUNCTION (BlueprintCallable, BlueprintPure=false, Category="Rendering|Texture")
bool ComputeTextureSourceChannelMinMax
(
FLinearColor & OutColorMin,
FLinearColor & OutColorMax
) const