ITextureFormat::CompressImageTiled

Compress an image (or images for a miptail) into a single mip blob with device-specific tiling.

Unreal Engine C++ API Reference > Developer > TextureFormat > Interfaces > ITextureFormat

References

   
Module TextureFormat
Header /Engine/Source/Developer/TextureFormat/Public/Interfaces/ITextureFormat.h
Include #include "Interfaces/ITextureFormat.h"
virtual bool CompressImageTiled
(
    const [FImage](API\Runtime\ImageCore\FImage) * Images,
    uint32 NumImages,
    const [FTextureBuildSettings](API\Developer\TextureCompressor\FTextureBuildSettings) & BuildSettings,
    FStringView DebugTexturePathName,
    bool bImageHasAlphaChannel,
    [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FTilerSettings](API\Developer\TextureFormat\Interfaces\ITextureFormat\FTilerSettings) > & TilerSettings,
    struct [FCompressedImage2D](API\Developer\TextureCompressor\FCompressedImage2D) & OutCompressedImage
) const

Remarks

Compress an image (or images for a miptail) into a single mip blob with device-specific tiling. true on success, false otherwise.

Parameters

Name Description
Image The input image. May be freed!
BuildSettings Build settings.
bImageHasAlphaChannel true if the image has a non-white alpha channel.
DebugTexturePathName The path name of the texture we are building, for debug logging/filtering/dumping.
OutCompressedMip The compressed image.
Tiler The tiler settings.

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