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]

#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())