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API > API/Runtime > API/Runtime/Landscape > API/Runtime/Landscape/ULandscapeScratchRenderTarget
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void CopyFrom
(
const FCopyFromTextureParams& InCopyParams, |
Copies the content of the texture in parameter to the scratch texture (assuming the input texture is in CopySrc state already). | LandscapeEditResourcesSubsystem.h | |
void CopyFrom
(
const FCopyFromScratchRenderTargetParams& InCopyParams, |
Copies the content of the scratch texture in parameter to the scratch texture. | LandscapeEditResourcesSubsystem.h |
CopyFrom(const FCopyFromTextureParams &, UE::Landscape::FRDGBuilderRecorder &)
Description
Copies the content of the texture in parameter to the scratch texture (assuming the input texture is in CopySrc state already). Transitions the scratch texture's RHIAccess
| Name | CopyFrom |
| Type | function |
| Header File | /Engine/Source/Runtime/Landscape/Public/LandscapeEditResourcesSubsystem.h |
| Include Path | #include "LandscapeEditResourcesSubsystem.h" |
| Source | /Engine/Source/Runtime/Landscape/Private/LandscapeEditResourcesSubsystem.cpp |
void CopyFrom
(
const FCopyFromTextureParams & InCopyParams,
UE::Landscape::FRDGBuilderRecorder & RDGBuilderRecorder
)
Parameters
| Name | Remarks |
|---|---|
| InCopyParams | parameters for the texture to copy from |
| RDGBuilderRecorder | when the recorder is in "recording" mode, the copy's render command enqueuing will be delayed to the render thread, after a FRDGBuilder has been created but the scratch render target's current state will still be mutated to reflect the state change on the game thread. In "immediate" mode, a render command will be enqueued immediately |
CopyFrom(const FCopyFromScratchRenderTargetParams &, UE::Landscape::FRDGBuilderRecorder &)
Description
Copies the content of the scratch texture in parameter to the scratch texture. Transitions both scratch textures' RHIAccess
| Name | CopyFrom |
| Type | function |
| Header File | /Engine/Source/Runtime/Landscape/Public/LandscapeEditResourcesSubsystem.h |
| Include Path | #include "LandscapeEditResourcesSubsystem.h" |
| Source | /Engine/Source/Runtime/Landscape/Private/LandscapeEditResourcesSubsystem.cpp |
void CopyFrom
(
const FCopyFromScratchRenderTargetParams & InCopyParams,
UE::Landscape::FRDGBuilderRecorder & RDGBuilderRecorder
)
Parameters
| Name | Remarks |
|---|---|
| InCopyParams | parameters for the scratch texture to copy from |
| RDGBuilderRecorder | when the recorder is in "recording" mode, the copy's render command enqueuing will be delayed to the render thread, after a FRDGBuilder has been created but the scratch render targets' current state will still be mutated to reflect the state changes on the game thread. In "immediate" mode, a render command will be enqueued immediately |