BlueNoiseVec2TextureName
BlueNoiseVec2TextureName
#Overview
name: BlueNoiseVec2TextureName
The value of this variable can be defined or overridden in .ini config files. 1
.ini config file referencing this setting variable.
It is referenced in 2
C++ source files.
#Summary
#Setting Variables
#References In INI files
Location: <Workspace>/Engine/Config/BaseEngine.ini:162, section: [/Script/Engine.Engine]
- INI Section:
/Script/Engine.Engine
- Raw value:
/Engine/EngineMaterials/STBlueNoise_vec2_128x128x64.STBlueNoise_vec2_128x128x64
- Is Array:
False
#References in C++ code
#Callsites
This variable is referenced in the following C++ source code:
#Loc: <Workspace>/Engine/Source/Runtime/Engine/Classes/Engine/Engine.h:1355
Scope (from outer to inner):
file
class class UEngine : public UObject , public FExec
Source code excerpt:
/** Path of the tiled blue-noise texture */
UPROPERTY(globalconfig)
FSoftObjectPath BlueNoiseVec2TextureName;
/** Stable glint BSDF texture */
UPROPERTY()
TObjectPtr<class UTexture2DArray> GlintTexture;
/** Stable glint BSDF texture with more variety to cover slope space and avoid circular artifact */
#Loc: <Workspace>/Engine/Source/Runtime/Engine/Private/UnrealEngine.cpp:3363
Scope (from outer to inner):
file
function void UEngine::LoadBlueNoiseTexture
Source code excerpt:
if (BlueNoiseVec2Texture == nullptr)
{
LoadEngineTexture(BlueNoiseVec2Texture, *BlueNoiseVec2TextureName.ToString());
}
}
void UEngine::LoadDefaultFilmGrainTexture()
{
if (DefaultFilmGrainTexture == nullptr && DefaultFilmGrainTextureName.IsValid())