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Determines the alpha mask applied to a patch texture. Alpha is applied in addition to the patch falloff settings
| Name | ELandscapeTexturePatchAlphaSourceMode |
| Type | enum |
| Header File | /Engine/Plugins/Editor/LandscapePatch/Source/LandscapePatch/Public/LandscapeTexturePatch.h |
| Include Path | #include "LandscapeTexturePatch.h" |
Syntax
enum ELandscapeTexturePatchAlphaSourceMode
{
None,
InternalTexture,
TextureBackedRenderTarget,
TextureAsset,
SourceTextureChannel,
}
Values
| Name | Remarks |
|---|---|
| None | The patch texture is not masked by any alpha value |
| InternalTexture | The alpha data will be read from an internally-stored UTexture2D. |
| TextureBackedRenderTarget | The patch alpha data will be read from an internally-stored render target, which can be written to via Blueprints and which gets serialized to an internally stored UTexture2D when needed. |
| TextureAsset | The alpha data will be read from a UTexture asset (which can be a render target). |
| SourceTextureChannel | A color channel of the original source texture will be used as the alpha mask. |