UWarpUtilsBlueprintLibrary

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Inheritance Hierarchy

References

Module

WarpUtils

Header

/Engine/Plugins/Runtime/WarpUtils/Source/WarpUtils/Public/Blueprints/WarpUtilsBlueprintLibrary.h

Include

#include "Blueprints/WarpUtilsBlueprintLibrary.h"

Syntax

UCLASS()
class UWarpUtilsBlueprintLibrary : public UBlueprintFunctionLibrary

Functions

Name Description

Public function Static UFunction BlueprintCallable, Category, Meta

bool

 

GeneratePFM

(
    const FString& File,
    const FVector& StartLocation,
    const FRotator& StartRotation,
    const AActor* PFMOrigin,
    const int TilesHorizontal,
    const int TilesVertical,
    const float ColumnAngle,
    const float TileSizeHorizontal,
    const float TileSizeVertical,
    const int TilePixelsHorizontal,
    const int TilePixelsVertical,
    const bool AddMargin
)

Generate and save data to a PFM file.

Public function Static UFunction BlueprintCallable, Category, Meta

bool

 

GeneratePFMEx

(
    const FString& File,
    const FVector& StartLocation,
    const FRotator& StartRotation,
    const AActor* PFMOrigin,
    const int TilesHorizontal,
    const int TilesVertical,
    const float ColumnAngle,
    const float TileSizeHorizontal,
    const float TileSizeVertical,
    const int TilePixelsHorizontal,
    const int TilePixelsVertical,
    const bool AddMargin,
    const TArray< bool >& TilesValidit...
)

Generate and save data to a PFM file. Additionally, we have an array of tiles validiy flags (false == all pixels of a tile are NaN)

Public function Static UFunction BlueprintCallable, Category, Meta

bool

 

SavePFM

(
    const FString& File,
    const int TexWidth,
    const int TexHeight,
    const TArray< FVector >& Vertices
)

Save data to a PFM file.

Public function Static UFunction BlueprintCallable, Category, Meta

bool

 

SavePFMEx

(
    const FString& File,
    const int TexWidth,
    const int TexHeight,
    const TArray< FVector >& Vertices,
    const TArray< bool >& TilesValidit...
)

Save data to a PFM file. Since the float NaN value is not available in blueprints, we provide a flags array (false == NaN)