50 results for "rendering"
Blueprint function library for creating and manipulating render targets, converting them to static textures, and reading pixel data back from the GPU.
Begins a canvas drawing session targeting a render target, returning a Canvas you can issue multiple draw calls on before finishing with EndDrawCanvasToRenderTarget.
Decomposes an FSkelMeshSkinWeightInfo struct into its four individual bone index/weight pairs.
Calculates a projection matrix from a FMinimalViewInfo, using its own aspect ratio regardless of whether bConstrainAspectRatio is set.
Clears the specified render target with the given ClearColor, filling every pixel.
Copies the current contents of a render target array into an existing Texture2DArray asset, overwriting its pixel data.
Copies the current contents of a render target into an existing Texture2D asset, overwriting its pixel data.
Copies the current contents of a cube render target into an existing TextureCube asset, overwriting its pixel data.
Copies the current contents of a volume render target into an existing VolumeTexture asset, overwriting its pixel data.
Creates a new render target and initializes it to the specified dimensions, format, and clear color.
Creates a new 2D render target array with the given number of slices and initializes it to the specified dimensions.
Creates a new volume render target and initializes it to the specified 3D dimensions, typically for volumetric effects written via compute shaders.
Renders a full-screen quad with the given material applied directly into the specified render target.
Enables or disables the path tracer for the current Game Viewport.
Completes a canvas drawing session started by BeginDrawCanvasToRenderTarget, flushing the queued draw calls to the render target.
Exports a render target as an HDR or PNG image to disk, choosing the format automatically based on the render target's own pixel format.
Writes a Texture2D to disk as an HDR image file.
Decodes an in-memory image buffer and creates a new transient Texture2D from it, without touching disk.
Loads an image file from disk and creates a new transient Texture2D from it.
Constructs an FSkelMeshSkinWeightInfo struct from up to four bone index/weight pairs.
Returns the number of active PSO (Pipeline State Object) precompilation tasks that are still running.
Reads the entire render target back as sRGB colors into a linear array, one entry per pixel, and returns whether the read succeeded.
Reads a single pixel from a render target using integer pixel coordinates, returning it as an 8-bit sRGB FColor.
Reads the entire render target as raw, unconverted linear values in a single readback, filling OutLinearSamples with one entry per pixel.
Reads a single pixel from a render target as-is (no sRGB conversion) at an integer pixel coordinate, returning the raw linear value.
Reads a rectangular region of a render target as raw, unconverted linear values, returning one entry per pixel.
Reads a single raw, unconverted pixel value from a render target at a UV coordinate in [0,1]x[0,1] space.
Reads a rectangular region of a render target as raw, unconverted linear values, with the rectangle expressed in UV [0,1]x[0,1] space rather than pixel coordinates.
Reads a single pixel from a render target using normalized UV [0,1]x[0,1] coordinates, returning it as an 8-bit sRGB FColor.
Forces the path tracer to restart sample accumulation, useful when a scene change isn't automatically detected.
Manually releases the GPU resources of a render target instead of waiting for the garbage collector, useful when creating many short-lived render targets at runtime.
Creates a new static Texture2DArray asset from the current contents of a render target array.
Creates a new static Texture2D asset from the current contents of a render target.
Creates a new static TextureCube asset from the current contents of a cube render target, typically used to bake captured reflection or skybox cubemaps.
Creates a new static VolumeTexture asset from the current contents of a volume render target.
Changes the resolution of an existing render target, useful when the game viewport size or in-game resolution changes at runtime.
Sets the inset shadow casting state on a component and recursively on all of its child attachments, optionally grouping them to share a single depth target.
Returns whether world rendering is currently enabled on the local viewport.
Returns the clamped state of the r.
Returns the clamped state of the r.
Enables or disables rendering of the entire game world.
Returns whether subtitle rendering is currently enabled globally.
Builds a new string in the form AppendTo+Prefix+InBool+Suffix, rendering the boolean as the literal word 'true' or 'false' between the given prefix and suffix.
Returns the path to the icon texture used when rendering this AI controller in the in-game AI debug display (`showdebug AI`).
Returns the smallest vertical (Y) resolution, in pixels, that the project wants to support for UI rendering.
Returns the rendering scene (FSceneInterface) associated with this component's world.
Returns true if this actor or any of its selection parents are currently selected in the editor.
Returns whether the current world is running as a dedicated server, meaning there is no local player and no rendering.
Returns true if this component's owning actor is currently selected in the editor.
Returns true when this component has completed its pre-registration pass and is queued for full registration, but has not yet had its rendering and physics state created.