APlayerController::ClientSetForceMipLevelsToBeResident

Forces the streaming system to disregard the normal logic for the specified duration and instead always load all mip-levels for all textures used by the specified material.

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References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Classes/GameFramework/PlayerController.h

Include

#include "GameFramework/PlayerController.h"

Syntax

void ClientSetForceMipLevelsToBeResident
(
    class UMaterialInterface * Material,
    float ForceDuration,
    int32 CinematicTextureGroups
)

Remarks

Forces the streaming system to disregard the normal logic for the specified duration and instead always load all mip-levels for all textures used by the specified material.

Parameters

Parameter

Description

Material

The material whose textures should be forced into memory.

ForceDuration

Number of seconds to keep all mip-levels in memory, disregarding the normal priority logic.

CinematicTextureGroups

Bitfield indicating which texture groups that use extra high-resolution mips

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