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Unreal Engine C++ API Reference > Runtime > Engine > VT
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UStreamableRenderAsset
- UTexture
- UTexture2D
- UMeshPaintVirtualTexture
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Classes/VT/MeshPaintVirtualTexture.h |
Include | #include "VT/MeshPaintVirtualTexture.h" |
Syntax
UCLASS (ClassGroup=Rendering, HideCategories=Texture, HideCategories=Compression,
HideCategories=Adjustments, HideCategories=Compositing, MinimalAPI)
class UMeshPaintVirtualTexture : public UTexture2D
Remarks
Mesh paint virtual texture asset. This is a virtual texture that which will be owned by a mesh component to store the mesh painting on that component. All mesh paint virtual textures will be stored using a shared virtual texture page table and physical space. This shared space means that all mesh paint virtual textures can be accessed in a "bindless" way using a small descriptor.
Variables
Type | Name | Description | |
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TWeakObjectPtr< UPrimitiveComponent > | OwningComponent | Weak refererence to the owning primitive component. |
Constructors
Type | Name | Description | |
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UMeshPaintVirtualTexture
(
const FObjectInitializer& ObjectInitializer |
Overridden from UTexture
Type | Name | Description | |
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void | GetVirtualTextureBuildSettings
(
FVirtualTextureBuildSettings& OutSettings |
Returns the virtual texture build settings. |
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void | Creates a new resource for the texture, and updates any cached references to the resource. |
Overridden from UObject
Type | Name | Description | |
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void | BeginCacheForCookedPlatformData
(
const ITargetPlatform* TargetPlatform |
Begins caching platform data in the background for the platform requested |
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void | ClearCachedCookedPlatformData
(
const ITargetPlatform* TargetPlatform |
Clears cached cooked platform data for specific platform |
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bool | IsCachedCookedPlatformDataLoaded
(
const ITargetPlatform* TargetPlatform |
Have we finished loading all the cooked platform data for the given platform. |