UImportanceSamplingLibrary::BreakImportanceTexture
#include "Kismet/ImportanceSamplingLibrary.h"
Access: public
Specifiers: staticUFUNCTIONBlueprintPure
Description
Extracts the original source texture and weighting function that were used to build an FImportanceTexture. This is the Blueprint "Break" node counterpart to MakeImportanceTexture.
Caveats & Gotchas
- • Only returns the original inputs (Texture, WeightingFunc); it does not expose the computed CDF/probability data, which stays internal to FImportanceTexture.
- • The returned Texture pointer is a weak reference stored at construction time — if the source texture has been garbage collected it may be null.
Signature
static void BreakImportanceTexture(const FImportanceTexture &ImportanceTexture, UTexture2D *&Texture, TEnumAsByte<EImportanceWeight::Type> &WeightingFunc) Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| ImportanceTexture | const FImportanceTexture& | The source ImportanceTexture object to inspect. | — |
| Texture | UTexture2D*& | Outputs the original texture used to build the ImportanceTexture. | — |
| WeightingFunc | TEnumAsByte<EImportanceWeight::Type>& | Outputs the weighting function used to build the ImportanceTexture. | — |
Return Type
void Example
Recover the source texture from an ImportanceTexture C++
UTexture2D* SourceTexture = nullptr;
TEnumAsByte<EImportanceWeight::Type> Weighting;
UImportanceSamplingLibrary::BreakImportanceTexture(ImportanceTex, SourceTexture, Weighting); Tags
Version History
Introduced in: 5.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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