| UObjectBase
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Module |
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Header |
/Engine/Plugins/Media/BinkMedia/Source/BinkMediaPlayer/Public/BinkMediaTexture.h |
Include |
#include "BinkMediaTexture.h" |
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(HideCategories=(Compression, LevelOfDetail, Object))
class UBinkMediaTexture : public UTexture
Implements a texture asset for rendering video tracks from UBinkMediaPlayer assets.
Name | Description | ||
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TEnumAsByte< Te... |
AddressX |
The addressing mode to use for the X axis. |
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TEnumAsByte< Te... |
AddressY |
The addressing mode to use for the Y axis. |
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float |
Alpha |
Alpha_value is just a constant blend value for entire video frame. |
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CachedDimensions |
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CurrentMediaPlayer |
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DecodeSRGB |
Enable decoding of sRGB to Linear inside Bink when drawing to this texture. |
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MediaPlayer |
The MediaPlayer asset to stream video from. |
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float |
OutputNits |
When tonemapping, set this for to desired output nits capability for the current display. |
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TEnumAsByte< EP... |
PixelFormat |
The Pixel Format for the texture. |
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ReleasePlayerFence |
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Tonemap |
Whether to enable tonemaping for the video. |
Name | Description | |
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UBinkMediaTexture ( |
Name | Description | |
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~UBinkMediaTexture() |
Name | Description | ||
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Clear() |
Clears this texture to transparent-black. |
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HandleMediaPlayerMediaChanged() |
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InitializeTrack() |
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SetMediaPlayer ( |
Sets the media player asset to be used for this texture. |
Name | Description | ||
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FTextureReso... |
CreateResource() |
Implemented by subclasses to create a new resource for the texture. |
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EMaterialVal... |
GetMaterialType() |
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float |
GetSurfaceHeight() |
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float |
GetSurfaceWidth() |
Name | Description | ||
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BeginDestroy() |
Called before destroying the object. |
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FinishDestroy() |
Called to finish destroying the object. |
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GetDesc() |
Return a one line description of an object for viewing in the thumbnail view of the generic browser |
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IsReadyForFinishDestroy() |
Called to check if the object is ready for FinishDestroy. |
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PostLoad() |
Do any object-specific cleanup required immediately after loading an object. |