DefaultFilmGrainTextureName

DefaultFilmGrainTextureName

#Overview

name: DefaultFilmGrainTextureName

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:156, section: [/Script/Engine.Engine]

Location: <Workspace>/Engine/Config/Android/AndroidEngine.ini:6, section: [/Script/Engine.Engine]

Location: <Workspace>/Engine/Config/IOS/BaseIOSEngine.ini:6, 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:924

Scope (from outer to inner):

file
class        class UEngine : public UObject , public FExec

Source code excerpt:

	/** Path of the texture used by film grain by default. */
	UPROPERTY(globalconfig)
	FSoftObjectPath DefaultFilmGrainTextureName;

	/** The material used to render wireframe meshes. */
	UPROPERTY()
	TObjectPtr<class UMaterial> WireframeMaterial;
	
	/** Path of the material used to render wireframe meshes in the editor and debug tools. */

#Loc: <Workspace>/Engine/Source/Runtime/Engine/Private/UnrealEngine.cpp:3369

Scope (from outer to inner):

file
function     void UEngine::LoadDefaultFilmGrainTexture

Source code excerpt:

void UEngine::LoadDefaultFilmGrainTexture()
{
	if (DefaultFilmGrainTexture == nullptr && DefaultFilmGrainTextureName.IsValid())
	{
		LoadEngineTexture(DefaultFilmGrainTexture, *DefaultFilmGrainTextureName.ToString());
	}
}

void UEngine::ConditionallyLoadPreIntegratedSkinBRDFTexture()
{
	if (PreIntegratedSkinBRDFTexture == nullptr)