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Unreal Engine C++ API Reference > Runtime > Engine > VT
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UStreamableRenderAsset
- UTexture
- UVirtualTextureAdapter
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Classes/VT/VirtualTextureAdapter.h |
Include | #include "VT/VirtualTextureAdapter.h" |
Syntax
UCLASS (ClassGroup=Rendering, BlueprintType, MinimalAPI)
class UVirtualTextureAdapter : public UTexture
Remarks
Adapter object that wraps a regular UTexture and allows it to be referenced as a virtual texture in materials. The virtual texture pages are filled on demand by copying from the wrapped texture. This isn't memory efficient or performant, but can be useful for certain debugging or previewing modes where we don't want to change the material, but do want to bind a non-virtual texture to an existing virtual texture sample.
Variables
Type | Name | Description | |
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bool | bUseDefaultTileSizes | Set to true if we want to use the default project virtual texture tile settings. |
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TObjectPtr< class UTexture2D > | OverrideWithTextureFormat | Optional UTexture object that has the final texture format that we would like to use. |
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TObjectPtr< UTexture > | Texture | The UTexture object to wrap. |
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int32 | TileBorderSize | Page tile border size. (Will be rounded up to multiple of 2). |
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int32 | TileSize | Page tile size. (Will be rounded up to power of 2). |
Constructors
Type | Name | Description | |
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UVirtualTextureAdapter
(
const FObjectInitializer& ObjectInitializer |
Functions
Overridden from UTexture
Type | Name | Description | |
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FTextureResource * | Implemented by subclasses to create a new resource for the texture. | |
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EMaterialValueType | ||
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uint32 | ||
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float | ||
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float | ||
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float | ||
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ETextureClass | Get Texture Class | |
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bool | Returns if the texture is actually being rendered using virtual texturing right now. |