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Unreal Engine C++ API Reference > Runtime > ImageWriteQueue
Inheritance Hierarchy
- FImagePixelData
- TImagePixelData
References
Module | ImageWriteQueue |
Header | /Engine/Source/Runtime/ImageWriteQueue/Public/ImagePixelData.h |
Include | #include "ImagePixelData.h" |
Syntax
struct FImagePixelData
Constructors
Type | Name | Description | |
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FImagePixelData
(
const FIntPoint& InSize, |
Destructors
Type | Name | Description | |
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Functions
Type | Name | Description | |
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TUniquePtr< FImagePixelData > | Copy this whole image buffer. This can be very costly for large images. | |
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uint8 | GetBitDepth () |
Retrieve the number of bits per each channel of color in the data |
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FImageView | GetImageView () |
Get the pixel data as an FImage |
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uint8 | Retrieve the number of channels in the data | |
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T * | GetPayload () |
Return a pointer to the Payload stored in this data. |
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const T * | GetPayload () |
Return a const pointer to the Payload stored in this data. |
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ERGBFormat | Retrieve the pixel layout of this data | |
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bool | GetRawData
(
const void*& OutRawData, |
Get the data and its size only if it is well formed |
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int64 | Get the size in bytes, regardless of if it is well formed. | |
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FIntPoint | GetSize () |
Retrieve the size of this data |
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bool | GetSRGB () |
|
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EImagePixelType | GetType () |
NOTE : before, U8 would be written to EXR linear now it will get gamma corrected if bSRGB (which is on by default) Retrieve the type of this data |
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bool | Check that this data is the size it should be | |
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TUniquePtr< FImagePixelData > | Move this whole image buffer to a new allocation. | |
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void | SetPayload
(
FImagePixelPayloadPtr NewPayload |
Sets the payload after construction. |
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void | SetSRGB
(
bool InSRGB |