TextureGroup

: if this is changed: update BaseEngine.ini [SystemSettings] you might have to update the update Game's DefaultEngine.ini [SystemSettings] order and actual name can never change (order is important!)

Windows
MacOS
Linux

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Classes/Engine/TextureDefines.h

Include

#include "Engine/TextureDefines.h"

Syntax

enum TextureGroup
{
    TEXTUREGROUP_World,
    TEXTUREGROUP_WorldNormalMap,
    TEXTUREGROUP_WorldSpecular,
    TEXTUREGROUP_Character,
    TEXTUREGROUP_CharacterNormalMap,
    TEXTUREGROUP_CharacterSpecular,
    TEXTUREGROUP_Weapon,
    TEXTUREGROUP_WeaponNormalMap,
    TEXTUREGROUP_WeaponSpecular,
    TEXTUREGROUP_Vehicle,
    TEXTUREGROUP_VehicleNormalMap,
    TEXTUREGROUP_VehicleSpecular,
    TEXTUREGROUP_Cinematic,
    TEXTUREGROUP_Effects,
    TEXTUREGROUP_EffectsNotFiltered,
    TEXTUREGROUP_Skybox,
    TEXTUREGROUP_UI,
    TEXTUREGROUP_Lightmap,
    TEXTUREGROUP_RenderTarget,
    TEXTUREGROUP_MobileFlattened,
    TEXTUREGROUP_ProcBuilding_Face,
    TEXTUREGROUP_ProcBuilding_LightMap,
    TEXTUREGROUP_Shadowmap,
    TEXTUREGROUP_ColorLookupTable,
    TEXTUREGROUP_Terrain_Heightmap,
    TEXTUREGROUP_Terrain_Weightmap,
    TEXTUREGROUP_Bokeh,
    TEXTUREGROUP_IESLightProfile,
    TEXTUREGROUP_Pixels2D,
    TEXTUREGROUP_HierarchicalLOD,
    TEXTUREGROUP_Impostor,
    TEXTUREGROUP_ImpostorNormalDepth,
    TEXTUREGROUP_8BitData,
    TEXTUREGROUP_16BitData,
    TEXTUREGROUP_Project01,
    TEXTUREGROUP_Project02,
    TEXTUREGROUP_Project03,
    TEXTUREGROUP_Project04,
    TEXTUREGROUP_Project05,
    TEXTUREGROUP_Project06,
    TEXTUREGROUP_Project07,
    TEXTUREGROUP_Project08,
    TEXTUREGROUP_Project09,
    TEXTUREGROUP_Project10,
    TEXTUREGROUP_Project11,
    TEXTUREGROUP_Project12,
    TEXTUREGROUP_Project13,
    TEXTUREGROUP_Project14,
    TEXTUREGROUP_Project15,
    TEXTUREGROUP_MAX,
}

Values

Name

Description

TEXTUREGROUP_World

TEXTUREGROUP_WorldNormalMap

TEXTUREGROUP_WorldSpecular

TEXTUREGROUP_Character

TEXTUREGROUP_CharacterNormalMap

TEXTUREGROUP_CharacterSpecular

TEXTUREGROUP_Weapon

TEXTUREGROUP_WeaponNormalMap

TEXTUREGROUP_WeaponSpecular

TEXTUREGROUP_Vehicle

TEXTUREGROUP_VehicleNormalMap

TEXTUREGROUP_VehicleSpecular

TEXTUREGROUP_Cinematic

TEXTUREGROUP_Effects

TEXTUREGROUP_EffectsNotFiltered

TEXTUREGROUP_Skybox

TEXTUREGROUP_UI

TEXTUREGROUP_Lightmap

TEXTUREGROUP_RenderTarget

TEXTUREGROUP_MobileFlattened

TEXTUREGROUP_ProcBuilding_Face

Obsolete - kept for backwards compatibility.

TEXTUREGROUP_ProcBuilding_LightMap

Obsolete - kept for backwards compatibility.

TEXTUREGROUP_Shadowmap

TEXTUREGROUP_ColorLookupTable

No compression, no mips.

TEXTUREGROUP_Terrain_Heightmap

TEXTUREGROUP_Terrain_Weightmap

TEXTUREGROUP_Bokeh

Using this TextureGroup triggers special mip map generation code only useful for the BokehDOF post process.

TEXTUREGROUP_IESLightProfile

No compression, created on import of a .IES file.

TEXTUREGROUP_Pixels2D

Non-filtered, useful for 2D rendering.

TEXTUREGROUP_HierarchicalLOD

Hierarchical LOD generated textures

TEXTUREGROUP_Impostor

Impostor Color Textures

TEXTUREGROUP_ImpostorNormalDepth

Impostor Normal and Depth, use default compression

TEXTUREGROUP_8BitData

8 bit data stored in textures

TEXTUREGROUP_16BitData

16 bit data stored in textures

TEXTUREGROUP_Project01

Project specific group, rename in Engine.ini, [EnumRemap] TEXTUREGROUP_Project**.DisplayName=My Fun Group

TEXTUREGROUP_Project02

TEXTUREGROUP_Project03

TEXTUREGROUP_Project04

TEXTUREGROUP_Project05

TEXTUREGROUP_Project06

TEXTUREGROUP_Project07

TEXTUREGROUP_Project08

TEXTUREGROUP_Project09

TEXTUREGROUP_Project10

TEXTUREGROUP_Project11

TEXTUREGROUP_Project12

TEXTUREGROUP_Project13

TEXTUREGROUP_Project14

TEXTUREGROUP_Project15

TEXTUREGROUP_MAX

Remarks

: if this is changed: update BaseEngine.ini [SystemSettings] you might have to update the update Game's DefaultEngine.ini [SystemSettings] order and actual name can never change (order is important!) TEXTUREGROUP_Cinematic: should be used for Cinematics which will be baked out and want to have the highest settings

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