Module |
|
Header |
/Engine/Source/Runtime/Engine/Classes/Engine/TextureRenderTarget.h |
Include |
#include "Engine/TextureRenderTarget.h" |
class UTextureRenderTarget : public UTexture
TextureRenderTarget
Base for all render target texture resources
Name | Description | ||
---|---|---|---|
|
uint32: 1 |
bCanCreateUAV |
If true, it will be possible to create a FUnorderedAccessViewRHIRef using RHICreateUnorderedAccessView and the internal FTexture2DRHIRef. |
|
uint32: 1 |
bNeedsTwoCopies |
If true, there will be two copies in memory - one for the texture and one for the render target. |
|
float |
TargetGamma |
Will override FTextureRenderTarget2DResource::GetDisplayGamma if > 0. |
Name | Description | |
---|---|---|
|
UTextureRenderTarget ( |
Name | Description | ||
---|---|---|---|
|
FTextureRend... |
GameThread_GetRenderTargetResource() |
Returns a pointer to the (game thread managed) render target resource. |
|
FTextureRend... |
GetRenderTargetResource() |
Render thread: Access the render target resource for this texture target object |
Name | Description | ||
---|---|---|---|
|
FTextureReso... |
CreateResource() |
Implemented by subclasses to create a new resource for the texture. |
|
EMaterialVal... |
GetMaterialType() |