DefaultBSPVertexTextureName

DefaultBSPVertexTextureName

#Overview

name: DefaultBSPVertexTextureName

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:152, 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:892

Scope (from outer to inner):

file
class        class UEngine : public UObject , public FExec

Source code excerpt:

	/** Path of the texture used to render a vertex in the editor */
	UPROPERTY(globalconfig)
	FSoftObjectPath DefaultBSPVertexTextureName;

	/** Texture used to get random image grain values for post processing */
	UPROPERTY()
	TObjectPtr<class UTexture2D> HighFrequencyNoiseTexture;

	/** Path of the texture used to get random image grain values for post processing */

#Loc: <Workspace>/Engine/Source/Runtime/Engine/Private/UnrealEngine.cpp:3163

Scope (from outer to inner):

file
function     void UEngine::InitializeObjectReferences

Source code excerpt:

		if (DefaultBSPVertexTexture == NULL)
		{
			DefaultBSPVertexTexture = LoadObject<UTexture2D>(NULL, *DefaultBSPVertexTextureName.ToString(), NULL, LOAD_None, NULL);
		}
	}

#if WITH_EDITORONLY_DATA
	if (GIsEditor)
	{