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A combination of a render target and UTexture2D that allows render target to be saved across save/load/etc by copying the data back and forth from the internal texture.
After an Initialize() call, the internal texture will always be present, and the render target will be present depending on how SetUseInternalTextureOnly is called (by default, present).
| Name | ULandscapeTextureBackedRenderTargetBase |
| Type | class |
| Header File | /Engine/Plugins/Editor/LandscapePatch/Source/LandscapePatch/Public/LandscapeTextureBackedRenderTarget.h |
| Include Path | #include "LandscapeTextureBackedRenderTarget.h" |
Syntax
UCLASS (Abstract)
class ULandscapeTextureBackedRenderTargetBase : public UObject
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → ULandscapeTextureBackedRenderTargetBase
Derived Classes
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bUseInternalTextureOnly | bool | LandscapeTextureBackedRenderTarget.h | ||
| InternalTexture | TObjectPtr< UTexture2D > | LandscapeTextureBackedRenderTarget.h |
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| RenderTarget | TObjectPtr< UTextureRenderTarget2D > | LandscapeTextureBackedRenderTarget.h |
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| SizeX | int32 | LandscapeTextureBackedRenderTarget.h |
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| SizeY | int32 | LandscapeTextureBackedRenderTarget.h |
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Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UE_INTERNAL void SetTemporarilyNonTransactional
(
bool bInIsTemporarilyNonTransactional |
This is a very bespoke function to work around UE-225445, see comment in cpp file. | LandscapeTextureBackedRenderTarget.h |
Public Virtual
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual UTexture2D * GetInternalTexture() |
LandscapeTextureBackedRenderTarget.h | ||
virtual UTextureRenderTarget2D * GetRenderTarget() |
LandscapeTextureBackedRenderTarget.h | ||
virtual void Initialize() |
LandscapeTextureBackedRenderTarget.h | ||
virtual void SetResolution
(
int32 SizeXIn, |
LandscapeTextureBackedRenderTarget.h | ||
virtual void SetUseInternalTextureOnly
(
bool bUseInternalTextureOnlyIn, |
LandscapeTextureBackedRenderTarget.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void ExportCustomProperties
(
FOutputDevice& Out, |
LandscapeTextureBackedRenderTarget.h | ||
virtual void PostEditImport() |
LandscapeTextureBackedRenderTarget.h | ||
virtual void PostEditUndo() |
LandscapeTextureBackedRenderTarget.h | ||
virtual void PostLoad() |
LandscapeTextureBackedRenderTarget.h | ||
virtual void PreDuplicate
(
FObjectDuplicationParameters& DupParams |
LandscapeTextureBackedRenderTarget.h | ||
virtual void virtual CopyToInternalTexture() PURE_VIRTUAL(ULandscapeTextureBackedRenderTargetBase void virtual CopyBackFromInternalTexture() PURE_VIRTUAL(ULandscapeTextureBackedRenderTargetBase void PreSave
(
FObjectPreSaveContext SaveContext |
UObject. | LandscapeTextureBackedRenderTarget.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UTexture2D * CreateInternalTexture() |
LandscapeTextureBackedRenderTarget.h | ||
void ReinitializeRenderTarget
(
bool bClear |
LandscapeTextureBackedRenderTarget.h |
Protected Virtual
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ETextureSourceFormat GetInternalTextureFormat() |
LandscapeTextureBackedRenderTarget.h | ||
virtual ETextureRenderTargetFormat GetRenderTargetFormat() |
LandscapeTextureBackedRenderTarget.h | ||
virtual bool IsCopyingBackAndForthAllowed() |
Allows us to disable copying back and forth between render target and texture when this is not possible (for instance, when rendering is turned off, so render target resources are not allocated). | LandscapeTextureBackedRenderTarget.h |