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UImportanceSamplingLibrary

class Engine Blueprint Since 5.0
#include "Kismet/ImportanceSamplingLibrary.h"

Description

Blueprint function library for quasi-random (Sobol sequence) sampling and texture-driven importance sampling, used to distribute sample points non-uniformly according to a probability weighting such as texture luminance.

Caveats & Gotchas

  • The Sobol functions produce low-discrepancy quasi-random sequences, not uniform pseudo-random numbers — they're designed to fill space evenly across many samples rather than to look statistically random for a single draw.
  • MakeImportanceTexture / ImportanceSample are built for CPU-side sampling (e.g. placing lights or particles from a texture) and are relatively expensive; they are not meant to run per-frame on large textures without caching the FImportanceTexture.

Functions (9)

Random
9
Access Type Name
public function UImportanceSamplingLibrary::BreakImportanceTexture
public function UImportanceSamplingLibrary::ImportanceSample
public function UImportanceSamplingLibrary::MakeImportanceTexture
public function UImportanceSamplingLibrary::NextSobolCell2D
public function UImportanceSamplingLibrary::NextSobolCell3D
public function UImportanceSamplingLibrary::NextSobolFloat
public function UImportanceSamplingLibrary::RandomSobolCell2D
public function UImportanceSamplingLibrary::RandomSobolCell3D
public function UImportanceSamplingLibrary::RandomSobolFloat

Tags

Version History

Introduced in: 5.0

Version Status Notes
5.6 stable

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