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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 |