| UObjectBase
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Module |
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Header |
/Engine/Source/Runtime/Engine/Classes/VectorField/VectorFieldStatic.h |
Include |
#include "VectorField/VectorFieldStatic.h" |
class UVectorFieldStatic : public UVectorField
Name | Description | ||
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AssetImportData |
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bAllowCPUAccess |
Whether to keep vector field data accessible to the CPU. |
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CPUData |
Local copy of the source vector data. |
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FVectorFieldRes... |
Resource |
The resource for this vector field. |
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SizeX |
Size of the vector field volume. |
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SizeY |
Size of the vector field volume. |
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SizeZ |
Size of the vector field volume. |
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SourceData |
Source vector data. |
Name | Description | |
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UVectorFieldStatic ( |
Name | Description | ||
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FRHITexture ... |
GetVolumeTextureRef() |
Returns a reference to a 3D texture handle for the GPU data. |
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InitResource() |
Initialize resources. |
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SetCPUAccessEnabled() |
Sets the bAllowCPUAccess flag and calls UpdateCPUData(). |
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UpdateCPUData ( |
Takes a local copy of the source bulk data so that it is readable at runtime on the CPU. |
Name | Description | ||
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InitInstance ( |
Initializes an instance for use with this vector field. |
Name | Description | ||
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BeginDestroy() |
Called before destroying the object. |
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GetAssetRegistryTags ( |
Gathers a list of asset registry searchable tags which are name/value pairs with some type information This only needs to be implemented for asset objects |
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PostEditChangeProperty ( |
Called when a property on this object has been modified externally |
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PostInitProperties() |
Called after the C++ constructor and after the properties have been initialized, including those loaded from config. |
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PostLoad() |
Do any object-specific cleanup required immediately after loading an object. |
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Serialize ( |
Handles reading, writing, and reference collecting using FArchive. |
Name | Description | ||
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SourceFilePath_DEPRECATED |
Name | Description | ||
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UpdateCPUData() |
Please call UpdateCPUData(bool bDiscardData) instead and choose if the internal data should be discarded or not |