DefaultTextureName

DefaultTextureName

#Overview

name: DefaultTextureName

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:150, 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:876

Scope (from outer to inner):

file
class        class UEngine : public UObject , public FExec

Source code excerpt:

	/** Path of the global default texture that is used when no texture is specified. */
	UPROPERTY(globalconfig)
	FSoftObjectPath DefaultTextureName;

	/** A global default diffuse texture.*/
	UPROPERTY()
	TObjectPtr<class UTexture> DefaultDiffuseTexture;

	/** Path of the global default diffuse texture.*/

#Loc: <Workspace>/Engine/Source/Runtime/Engine/Private/UnrealEngine.cpp:3176

Scope (from outer to inner):

file
function     void UEngine::InitializeObjectReferences

Source code excerpt:

#endif

	LoadEngineTexture(DefaultTexture, *DefaultTextureName.ToString());
	LoadEngineTexture(DefaultDiffuseTexture, *DefaultDiffuseTextureName.ToString());
	LoadEngineTexture(HighFrequencyNoiseTexture, *HighFrequencyNoiseTextureName.ToString());
	LoadEngineTexture(DefaultBokehTexture, *DefaultBokehTextureName.ToString());
	LoadEngineTexture(MiniFontTexture, *MiniFontTextureName.ToString());
	LoadEngineTexture(WeightMapPlaceholderTexture, *WeightMapPlaceholderTextureName.ToString());
	LoadEngineTexture(WeightMapArrayPlaceholderTexture,  *WeightMapArrayPlaceholderTextureName.ToString());