DefaultBloomKernelTextureName

DefaultBloomKernelTextureName

#Overview

name: DefaultBloomKernelTextureName

The value of this variable can be defined or overridden in .ini config files. 3 .ini config files 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:155, section: [/Script/Engine.Engine]

Location: <Workspace>/Engine/Config/Android/AndroidEngine.ini:3, section: [/Script/Engine.Engine]

Location: <Workspace>/Engine/Config/IOS/BaseIOSEngine.ini:3, 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:916

Scope (from outer to inner):

file
class        class UEngine : public UObject , public FExec

Source code excerpt:

	/** Path of the texture used to bloom when using FFT, mimics characteristic bloom produced in a camera from a signle bright source */
	UPROPERTY(globalconfig)
	FSoftObjectPath DefaultBloomKernelTextureName;
	
	/** Texture used to film grain by default. */
	UPROPERTY()
	TObjectPtr<class UTexture2D> DefaultFilmGrainTexture;

	/** Path of the texture used by film grain by default. */

#Loc: <Workspace>/Engine/Source/Runtime/Engine/Private/UnrealEngine.cpp:3350

Scope (from outer to inner):

file
function     void UEngine::LoadDefaultBloomTexture

Source code excerpt:

	if (DefaultBloomKernelTexture == nullptr)
	{
		LoadEngineTexture(DefaultBloomKernelTexture, *DefaultBloomKernelTextureName.ToString());
	}
}

void UEngine::LoadBlueNoiseTexture()
{
	if (BlueNoiseScalarTexture == nullptr)