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API > API/Plugins > API/Plugins/PCG
| Name | FPCGSaveTextureToAssetElement |
| Type | class |
| Header File | /Engine/Plugins/PCG/Source/PCG/Public/Elements/PCGSaveTextureToAsset.h |
| Include Path | #include "Elements/PCGSaveTextureToAsset.h" |
Syntax
class FPCGSaveTextureToAssetElement : public IPCGElementWithCustomContext< FPCGSaveTextureToAssetContext >
Implements Interfaces
Functions
Public Virtual
Overridden from IPCGElement
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool CanExecuteOnlyOnMainThread
(
FPCGContext* Context |
Creating asset and initializing texture resource must occur on main thread. | Elements/PCGSaveTextureToAsset.h | |
virtual bool IsCacheable
(
const UPCGSettings* InSettings |
Returns true if the node can be cached (e.g. does not create artifacts & does not depend on untracked data | Elements/PCGSaveTextureToAsset.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool ReadbackInputTexture
(
FPCGSaveTextureToAssetContext* InContext |
Elements/PCGSaveTextureToAsset.h |
Protected Virtual
Overridden from IPCGElement
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool ExecuteInternal
(
FPCGContext* Context |
Core execution method for the given element. Will be called until it returns true. | Elements/PCGSaveTextureToAsset.h | |
virtual bool SupportsGPUResidentData
(
FPCGContext* InContext |
Returns true if node supports data objects that are only resident on GPU (not CPU). | Elements/PCGSaveTextureToAsset.h |