USubUVAnimation

SubUV animation asset, which caches bounding geometry for regions in the SubUVTexture with non-zero opacity.

Windows
MacOS
Linux

Inheritance Hierarchy

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Classes/Particles/SubUVAnimation.h

Include

#include "Particles/SubUVAnimation.h"

Syntax

class USubUVAnimation : public UObject

Remarks

SubUV animation asset, which caches bounding geometry for regions in the SubUVTexture with non-zero opacity. Particle emitters with a SubUV module which use this asset leverage the optimal bounding geometry to reduce overdraw.

Variables

Name Description

Public variable

float

 

AlphaThreshold

Alpha channel values larger than the threshold are considered occupied and will be contained in the bounding geometry.

Public variable

TEnumAsByte< en...

 

BoundingMode

More bounding vertices results in reduced overdraw, but adds more triangle overhead.

Public variable

TEnumAsByte< en...

 

OpacitySourceMode

Public variable

int32

 

SubImages_Horizontal

The number of sub-images horizontally in the texture

Public variable

int32

 

SubImages_Vertical

The number of sub-images vertically in the texture

Public variable

UTexture2D *...

 

SubUVTexture

Texture to generate bounding geometry from.

Constructors

Name Description

Public function

USubUVAnimation

(
    const FObjectInitializer& ObjectIn...
)

Functions

Overridden from UObject

Name Description

Public function Virtual

void

 

BeginDestroy()

Called before destroying the object.

Public function Virtual

void

 

FinishDestroy()

Called to finish destroying the object.

Public function Virtual

bool

 

IsReadyForFinishDestroy()

Called to check if the object is ready for FinishDestroy.

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

 

PreEditChange

(
    FProperty* PropertyAboutToChan...
)

This is called when a property is about to be modified externally

Public function Virtual

void

 

Serialize

(
    FStructuredArchive::FRecord Record
)

Handles reading, writing, and reference collecting using FArchive.

Help shape the future of Unreal Engine documentation! Tell us how we're doing so we can serve you better.
Take our survey
Dismiss