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FMegaMeshChannelCollection contains functions and objects needed to build the rendering elements representing the masks and channels for the sections of the mega mesh Each base is assigned an Id in the collection allowing to reference and access other resources associated with it such as individual textures stored in the Texture collection
| Name | FChannelTextureRenderer |
| Type | class |
| Header File | /Engine/Plugins/Experimental/MeshPartition/Source/MeshPartitionEditor/Public/MeshPartitionChannelCollection.h |
| Include Path | #include "MeshPartitionChannelCollection.h" |
Syntax
class FChannelTextureRenderer
Structs
| Name | Remarks |
|---|---|
| FChannelRenderUVMeshTopology | Cached UV mesh topology that remains constant during displacement and paint operations. |
| FSection | Section element A section struct is created for every unique section encountered The section is associated to its Texture slot allocation on the first generation |
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| DefaultMaxImageResolution | int32 | MeshPartitionChannelCollection.h | |
| DefaultTexelSize | float | MeshPartitionChannelCollection.h | |
| NumChannelsPerPage | int32 | MeshPartitionChannelCollection.h |
Functions
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static UTexture * AllocateSectionTextureResource
(
int32 InSizeX, |
MeshPartitionChannelCollection.h | ||
static FSection BuildSectionFromCachedTopology
(
const FChannelRenderUVMeshTopology& InTopology |
MeshPartitionChannelCollection.h | ||
static Tasks::TTask< FSectionChannels > BuildTextureForSection
(
const FMeshData& InSectionMesh, |
Builds the texture for the different bases contained in a modifier group and their associated modifiers. | MeshPartitionChannelCollection.h | |
static Tasks::TTask< FSectionChannels > BuildTextureForSectionWithCachedTopology
(
const Geometry::FDynamicMesh3& InSectionMesh, |
MeshPartitionChannelCollection.h | ||
static void CreateSectionUVLayout
(
FMeshData& InOutSectionMesh, |
MeshPartitionChannelCollection.h | ||
static void DownloadSectionTextureToAsset
(
UTexture* InAllocatedTexture |
MeshPartitionChannelCollection.h | ||
static void GenerateSectionMeshChannels
(
const FMeshData& InSectionMesh, |
MeshPartitionChannelCollection.h | ||
static void GenerateSectionMeshChannels
(
const Geometry::FDynamicMesh3& InSectionMesh, |
MeshPartitionChannelCollection.h | ||
| MeshPartitionChannelCollection.h | |||
static FChannelRenderUVMeshTopology GenerateUVMeshTopology
(
const Geometry::FDynamicMesh3& InSectionMesh, |
MeshPartitionChannelCollection.h | ||
static UTexture * GetDefaultTexture() |
MeshPartitionChannelCollection.h | ||
static Tasks::TTask< TOptional< UTexture * > > LaunchAllocateTextureTask
(
Tasks::TTask< FSection > InBuildSectionTask, |
MeshPartitionChannelCollection.h | ||
static Tasks::TTask< FSectionChannels > LaunchRenderTextureTask
(
Tasks::TTask< FSection > InBuildSectionTask, |
MeshPartitionChannelCollection.h | ||
| MeshPartitionChannelCollection.h |