| UObjectBase
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Module |
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Header |
/Engine/Plugins/2D/Paper2D/Source/Paper2DEditor/Classes/PaperImporterSettings.h |
Include |
#include "PaperImporterSettings.h" |
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Config=Editor, defaultconfig)
class PAPER2UPaperImporterSettings : public UObject
Implements the settings for imported Paper2D assets, such as sprite sheet textures.
Name | Description | ||
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bAnalysisCanUseOpaque |
Can opaque materials be applied as part of the 'best material' analysis? |
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BaseMapTextureSuffixes |
The default suffix to remove (if present) from a texture name before looking for an associated normal map using NormalMapTextureSuffixes. |
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bOverrideTextureCompression |
Should texture compression settings be overridden on imported sprite textures, tile sheets, etc...? |
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bPickBestMaterialWhenCreatingSprites |
Should the source texture be scanned when creating new sprites to determine the appropriate material? (if false, the Default Masked Material is always used) |
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bPickBestMaterialWhenCreatingTileMaps |
Should the source texture be scanned when creating new tile maps (from a tile set or via importing) to determine the appropriate material? (if false, the Default Masked Material is always used) |
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float |
DefaultPixelsPerUnrealUnit |
The default scaling factor between pixels and Unreal units (cm) to use for newly created sprite assets (e.g., 0.64 would make a 64 pixel wide sprite take up 100 cm) |
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TEnumAsByte< Te... |
DefaultSpriteTextureCompression |
Compression settings to use when building the texture. |
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TEnumAsByte< Te... |
DefaultSpriteTextureGroup |
The default texture group for imported sprite textures, tile sheets, etc... (typically set to UI for 'modern 2D' or 2D pixels for 'retro 2D') |
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LitDefaultMaskedMaterialName |
The lit default masked material for newly created sprites (masked means binary opacity: things are either opaque or see-thru, with nothing in between) |
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LitDefaultOpaqueMaterialName |
The lit default opaque material for newly created sprites. |
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LitDefaultTranslucentMaterialName |
The lit default translucent material for newly created sprites (translucent means smooth opacity which can vary continuously from 0..1, but translucent rendering is more expensive that opaque or masked rendering and has different sorting rules) |
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NormalMapTextureSuffixes |
A list of default suffixes to use when looking for associated normal maps while importing sprites or creating sprites from textures. |
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UnlitDefaultMaskedMaterialName |
The unlit default masked material for newly created sprites (masked means binary opacity: things are either opaque or see-thru, with nothing in between) |
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UnlitDefaultOpaqueMaterialName |
The unlit default opaque material for newly created sprites. |
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UnlitDefaultTranslucentMaterialName |
The unlit default translucent material for newly created sprites (translucent means smooth opacity which can vary continuously from 0..1, but translucent rendering is more expensive that opaque or masked rendering and has different sorting rules) |
Name | Description | ||
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ESpriteInitM... |
AnalyzeTextureForDesiredMaterialType |
Analyzes the specified texture in the Offset..Offset+Dimensions region and returns the best kind of material to represent the alpha content in the texture (typically masked or translucent, but can return opaque if bAnalysisCanUseOpaque is true |
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ApplySettingsForSpriteInit ( |
Fills out the sprite init parameters with the default settings given the desired material type and lighting mode (which can both be automatic) |
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ApplySettingsForTileMapInit ( |
Fills out the tile map with the default settings given the desired material type and lighting mode (which can both be automatic) |
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ApplyTextureSettings ( |
Applies the compression settings to the specified texture. |
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GenerateNormalMapNamesToTest |
Generates names to test for a normal map using NormalMapTextureSuffixes. |
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UMaterialInt... |
GetDefaultMaskedMaterial ( |
Returns the default masked material. |
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UMaterialInt... |
GetDefaultMaterial ( |
Returns the default material for the specified material type. |
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UMaterialInt... |
GetDefaultOpaqueMaterial ( |
Returns the default opaque material. |
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float |
GetDefaultPixelsPerUnrealUnit() |
Returns the default pixels/uu setting. |
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UMaterialInt... |
GetDefaultTranslucentMaterial ( |
Returns the default translucent material. |
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RemoveSuffixFromBaseMapName ( |
Removes the suffix from the specified name if it matches something in BaseMapTextureSuffixes. |
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ShouldPickBestMaterialWhenCreatingTileMaps() |
Should the source texture be scanned when creating new tile maps (from a tile set or via importing) to determine the appropriate material? (if false, the Default Masked Material is always used) |
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UPaperImporterSettings() |