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]
- INI Section:
/Script/Engine.Engine
- Raw value:
/Engine/EditorResources/BSPVertex.BSPVertex
- 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: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)
{