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UImportanceSamplingLibrary::BreakImportanceTexture

function Engine Blueprint Since 5.0
#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);

Version History

Introduced in: 5.0

Version Status Notes
5.6 stable

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