Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel
UE3:Texture (UDK)
From Unreal Wiki, The Unreal Engine Documentation Site
- Package:
- Engine
- Direct subclasses:
- Texture2DComposite, Texture2DDynamic, Texture2D, TextureCube, TextureMovie, TextureRenderTarget
- This class in other games:
- RTNP, U1, U2, U2XMP, UE2Runtime, UT, UT2003, UT2004, UT3
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[edit] Properties
[edit] Property group 'Texture'
[edit] AdjustBrightness
Type: float
Modifiers: editoronly
Static texture brightness adjustment (scales HSV value.) (Non-destructive; Requires texture source art to be available.)
Default value: 1.0
[edit] AdjustBrightnessCurve
Type: float
Modifiers: editoronly
Static texture curve adjustment (raises HSV value to the specified power.) (Non-destructive; Requires texture source art to be available.)
Default value: 1.0
[edit] AdjustHue
Type: float
Modifiers: editoronly
Static texture hue adjustment (0 - 360) (offsets HSV hue by value in degrees.) (Non-destructive; Requires texture source art to be available.)
[edit] AdjustRGBCurve
Type: float
Modifiers: editoronly
Static texture RGB curve adjustment (raises linear-space RGB color to the specified power.) (Non-destructive; Requires texture source art to be available.)
Default value: 1.0
[edit] AdjustSaturation
Type: float
Modifiers: editoronly
Static texture saturation adjustment (scales HSV saturation.) (Non-destructive; Requires texture source art to be available.)
Default value: 1.0
[edit] AdjustVibrance
Type: float
Modifiers: editoronly
Static texture "vibrance" adjustment (0 - 1) (HSV saturation algorithm adjustment.) (Non-destructive; Requires texture source art to be available.)
[edit] bDitherMipMapAlpha
Type: bool
When TRUE, mip-maps are dithered for smooth transitions.
[edit] bPreserveBorderA
Type: bool
[edit] bPreserveBorderB
Type: bool
[edit] bPreserveBorderG
Type: bool
[edit] bPreserveBorderR
Type: bool
If TRUE, the color border pixels are preseved by mipmap generation. One flag per color channel.
[edit] CompressionFullDynamicRange
Type: bool
[edit] CompressionNoAlpha
Type: bool
[edit] CompressionSettings
Type: TextureCompressionSettings
[edit] DeferCompression
Type: bool
[edit] Filter
Type: TextureFilter
The texture filtering mode to use when sampling this texture.
Default value: TF_Linear
[edit] LODBias
Type: int
A bias to the index of the top mip level to use.
[edit] LODGroup
Type: TextureGroup
Texture group this texture belongs to for LOD bias
[edit] NeverStream
Type: bool
Allows artists to specify that a texture should never have its miplevels dropped which is useful for e.g. HUD and menu textures
[edit] SourceFilePath
Type: string
Modifiers: editconst, editoronly
Path to the resource used to construct this texture
[edit] SourceFileTimestamp
Type: string
Modifiers: editconst, editoronly
Date/Time-stamp of the file from the last import
[edit] SRGB
Type: bool
Default value: True
[edit] UnpackMax
Type: float
Array size: 4
Default value, index 0: 1.0
Default value, index 1: 1.0
Default value, index 2: 1.0
Default value, index 3: 1.0
[edit] UnpackMin
Type: float
Array size: 4
[edit] Internal variables
[edit] bAsyncResourceReleaseHasBeenStarted
Type: bool
Modifiers: transient, const, private
Whether the async resource release process has already been kicked off or not
[edit] bNoTiling
Type: bool
Modifiers: const
If TRUE, the RHI texture will be created using TexCreate_NoTiling
[edit] CachedCombinedLODBias
Type: int
Modifiers: transient
Cached combined group and texture LOD bias to use.
[edit] CompressionNoMipmaps
Type: bool
[edit] CompressionNone
Type: bool
[edit] InternalFormatLODBias
Type: int
Modifiers: const
Internal LOD bias already applied by the texture format (eg TC_NormalMapUncompressed). Used to adjust MinLODMipCount and MaxLODMipCount in CalculateLODBias
[edit] LightingGuid
Type: Object.Guid
Modifiers: private, const, editoronly
Unique ID for this material, used for caching during distributed lighting
[edit] Resource
Type: pointer{FTextureResource}
Modifiers: native, const
The texture's resource.
[edit] RGBE
Type: bool
[edit] SourceArt
Type: Object.UntypedBulkData_Mirror{FByteBulkData}
Modifiers: native, const
[edit] Enums
See Texture enums.
