TexturePaintHelpers

Helpers functions for texture painting functionality

Unreal Engine C++ API Reference > Editor > MeshPaint

References

   
Module MeshPaint
Header /Engine/Source/Editor/MeshPaint/Public/TexturePaintHelpers.h
Include #include "TexturePaintHelpers.h"

Syntax

class TexturePaintHelpers  

Remarks

Helpers functions for texture painting functionality

Functions

Type Name Description
void CopyTextureToRenderTargetTexture ( UTexture* SourceTexture, UTextureRenderTarget2D* Render..., ERHIFeatureLevel::Type FeatureLevel ) Static: Copies a texture to a render target texture
UTexture2D &... CreateTempUncompressedTexture ( UTexture2D* SourceTexture ) Static: Creates a temporary texture used to transfer data to a render target in memory
bool DoesMeshComponentUseTexture ( UMeshComponent* MeshComponent, UTexture* Texture ) Checks whether or not the given MeshComponent's materials use the specified texture
void FindMaterialIndicesUsingTexture ( const UTexture* Texture, const UMeshComponent* MeshComp..., TArray< int32 >& OutIndices ) Tries to find Materials using the given Texture and retrieve the corresponding material indices from the MEsh Compon
bool GenerateSeamMask ( UMeshComponent* MeshComponent, int32 UVSet, UTextureRenderTarget2D* SeamRe..., UTexture2D* Texture, UTextureRenderTarget2D* Render... ) Will generate a mask texture, used for texture dilation, and store it in the passed in render target
int32 GetMaxSupportedBytesPerPixelForPainting () Returns the maximum bytes per pixel that are supported for source textures when painting.
EPixelFormat GetTempUncompressedTexturePixelFormat () Returns the pixel format that CreateTempUncompressedTexture uses to create render target data for painting.
void RetrieveMeshSectionsForMaterialIndices ( const UMeshComponent* MeshComp..., int32 LODIndex, const TArray< int32 >& MaterialInd..., TArray< FTexturePaintMeshSectionInf... ) Retrieve LOD mesh sections from MeshComponent which contain one of the Material Indices
void RetrieveMeshSectionsForTextures ( const UMeshComponent* MeshComp..., int32 LODIndex, TArray< const UTexture* > Text..., TArray< FTexturePaintMeshSectionInf... ) Retrieve LOD mesh sections from MeshComponent which use one of the given textures
void RetrieveTexturesForComponent ( const UMeshComponent* Componen..., IMeshPaintGeometryAdapter* Ada..., TArray< FPaintableTexture >& OutTe... ) Retrieves all Paintable Textures from the given MeshComponent
void SetupInitialRenderTargetData ( UTexture2D* InTextureSource, UTextureRenderTarget2D* InRend... ) Makes sure that the render target is ready to paint on

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