URuntimeVirtualTextureComponent

Component used to place a [URuntimeVirtualTexture](API\Runtime\Engine\VT\URuntimeVirtualTexture) in the world.

Windows
MacOS
Linux

Inheritance Hierarchy

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Classes/Components/RuntimeVirtualTextureComponent.h

Include

#include "Components/RuntimeVirtualTextureComponent.h"

Syntax

class URuntimeVirtualTextureComponent : public USceneComponent

Remarks

Component used to place a URuntimeVirtualTexture in the world.

Variables

Name Description

Protected variable

AActor *

 

BoundsSourceActor

Actor to copy the bounds from to set up the transform.

Protected variable

bool

 

bUseStreamingLowMipsInEditor

Use any streaming low mips when rendering in editor.

Public variable

FRuntimeVirtual...

 

SceneProxy

Scene proxy object. Managed by the scene but stored here.

Protected variable

URuntimeVirtual...

 

VirtualTexture

The virtual texture object to use.

Constructors

Name Description

Public function

URuntimeVirtualTextureComponent

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function Const

URuntimeVirt...

 

GetVirtualTexture()

Get the runtime virtual texture object on this component.

Public function Const

FTransform

 

GetVirtualTextureTransform()

Get the runtime virtual texture UV to World transform on this component.

Public function Const

bool

 

IsStreamingLowMips()

Get if we want use any streaming low mips in the runtime virtual texture set on this component.

Public function

void

 

SetRotation()

Copy the rotation from BoundsSourceActor to this component. Called by our UI details customization.

Public function

void

 

SetTransformToBounds()

Set this component transform to include the BoundsSourceActor bounds.

Overridden from USceneComponent

Name Description

Protected function Virtual Const

FBoxSphereBo...

 

CalcBounds

(
    const FTransform& LocalToWorld
)

Calculate the bounds of the component. Default behavior is a bounding box/sphere of zero size.

Protected function Virtual Const

bool

 

IsVisible()

Returns true if this component is visible in the current context

Overridden from UActorComponent

Name Description

Protected function Virtual

void

 

CreateRenderState_Concurrent

(
    FRegisterComponentContext* Con...
)

Used to create any rendering thread information for this component

Protected function Virtual

void

 

DestroyRenderState_Concurrent()

Used to shut down any rendering thread structure for this component

Protected function Virtual

void

 

SendRenderTransform_Concurrent()

Called to send a transform update for this component to the rendering thread

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