FVisualizeTexture

Windows
MacOS
Linux

Inheritance Hierarchy

FRenderResource

FVisualizeTexture

References

Module

RenderCore

Header

/Engine/Source/Runtime/RenderCore/Public/VisualizeTexture.h

Include

#include "VisualizeTexture.h"

Syntax

class FVisualizeTexture : public FRenderResource

Variables

Name Description

Public variable

float

 

AMul

Public variable

int32

 

ArrayIndex

Public variable

bool

 

bFullList

Public variable

bool

 

bOutputStencil

Stencil normally displays in the alpha channel of depth buffer visualization. This option is just for BMP writeout to get a stencil only BMP.

Public variable

bool

 

bSaveBitmap

Public variable

int32

 

CustomMip

Public variable

int32

 

Flags

Bit 1: if 1, saturation mode, if 0, frac mode

Public variable

int32

 

Mode

0=off, >0=texture id, changed by "VisualizeTexture" console command, useful for debugging

Public variable

FString

 

ObservedDebugName

Render target DebugName that is observed, "" if the feature is deactivated

Public variable

uint32

 

ObservedDebugNameReusedCurrent

Each frame this is counting up each time a RT with the same name is reused

Public variable

uint32

 

ObservedDebugNameReusedGoal

This is the count we want to reach, 0xffffffff if the last one

Public variable

float

 

RGBMul

Public variable

int32

 

SingleChannel

-1=off, 0=R, 1=G, 2=B, 3=A

Public variable

float

 

SingleChannelMul

Multiplier for the single channel.

Public variable

int32

 

SortOrder

-1:by index, 0:by name, 1:by size

Public variable

int32

 

UVInputMapping

0=view in left top, 1=whole texture, 2=pixel perfect centered, 3=Picture in Picture

Public variable

TMap< const TCH...

 

VisualizeTextureCheckpoints

[DebugName of the RT] = ReuseCount this frame

Constructors

Name Description

Public function

FVisualizeTexture()

Select Skin
Light
Dark

Welcome to the new Unreal Engine 4 Documentation site!

We're working on lots of new features including a feedback system so you can tell us how we are doing. It's not quite ready for use in the wild yet, so head over to the Documentation Feedback forum to tell us about this page or call out any issues you are encountering in the meantime.

We'll be sure to let you know when the new system is up and running.

Post Feedback