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]
- INI Section:
/Script/Engine.Engine
- Raw value:
/Engine/EngineMaterials/DefaultBloomKernel.DefaultBloomKernel
- Is Array:
False
Location: <Workspace>/Engine/Config/Android/AndroidEngine.ini:3, section: [/Script/Engine.Engine]
- INI Section:
/Script/Engine.Engine
- Raw value:
/Engine/EngineResources/DefaultTexture.DefaultTexture
- Is Array:
False
Location: <Workspace>/Engine/Config/IOS/BaseIOSEngine.ini:3, section: [/Script/Engine.Engine]
- INI Section:
/Script/Engine.Engine
- Raw value:
/Engine/EngineResources/DefaultTexture.DefaultTexture
- 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: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)