UVectorFieldStatic

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Inheritance Hierarchy

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Classes/VectorField/VectorFieldStatic.h

Include

#include "VectorField/VectorFieldStatic.h"

Syntax

class UVectorFieldStatic : public UVectorField

Variables

Name Description

Public variable

UAssetImportDat...

 

AssetImportData

Public variable

bool

 

bAllowCPUAccess

Whether to keep vector field data accessible to the CPU.

Public variable

TArray< FVector...

 

CPUData

Local copy of the source vector data.

Public variable

FVectorFieldRes...

 

Resource

The resource for this vector field.

Public variable

int32

 

SizeX

Size of the vector field volume.

Public variable

int32

 

SizeY

Size of the vector field volume.

Public variable

int32

 

SizeZ

Size of the vector field volume.

Public variable

FByteBulkData

 

SourceData

Source vector data.

Constructors

Name Description

Public function

UVectorFieldStatic

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function

FRHITexture ...

 

GetVolumeTextureRef()

Returns a reference to a 3D texture handle for the GPU data.

Public function

void

 

InitResource()

Initialize resources.

Public function

void

 

SetCPUAccessEnabled()

Sets the bAllowCPUAccess flag and calls UpdateCPUData().

Public function

void

 

UpdateCPUData

(
    bool bDiscardData
)

Takes a local copy of the source bulk data so that it is readable at runtime on the CPU.

Overridden from UVectorField

Name Description

Public function Virtual

void

 

InitInstance

(
    FVectorFieldInstance* Instance,
    bool bPreviewInstance
)

Initializes an instance for use with this vector field.

Overridden from UObject

Name Description

Public function Virtual

void

 

BeginDestroy()

Called before destroying the object.

Public function Virtual Const

void

 

GetAssetRegistryTags

(
    TArray< FAssetRegistryTag >& OutTa...
)

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

Public function Virtual

void

 

PostEditChangeProperty

(
    FPropertyChangedEvent& PropertyCha...
)

Called when a property on this object has been modified externally

Public function Virtual

void

 

PostInitProperties()

Called after the C++ constructor and after the properties have been initialized, including those loaded from config.

Public function Virtual

void

 

PostLoad()

Do any object-specific cleanup required immediately after loading an object.

Public function Virtual

void

 

Serialize

(
    FArchive& Ar
)

Handles reading, writing, and reference collecting using FArchive.

Deprecated Variables

Name Description

Public variable

FString

 

SourceFilePath_DEPRECATED

Deprecated Functions

Name Description

Public function

void

 

UpdateCPUData()

Please call UpdateCPUData(bool bDiscardData) instead and choose if the internal data should be discarded or not

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