GlintTexture2Name
GlintTexture2Name
#Overview
name: GlintTexture2Name
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:164, section: [/Script/Engine.Engine]
- INI Section:
/Script/Engine.Engine
- Raw value:
/Engine/EngineMaterials/Substrate/GLints2/AGlintTex2dArray2.AGlintTex2dArray2
- 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:1371
Scope (from outer to inner):
file
class class UEngine : public UObject , public FExec
Source code excerpt:
/** Path of the glint BSDF texture 2 */
UPROPERTY(globalconfig)
FSoftObjectPath GlintTexture2Name;
/** Simple volume LUT texture */
UPROPERTY()
TObjectPtr<class UVolumeTexture> SimpleVolumeTexture;
/** Path of the simple volume LUT texture */
#Loc: <Workspace>/Engine/Source/Runtime/Engine/Private/UnrealEngine.cpp:3394
Scope (from outer to inner):
file
function void UEngine::LoadGlintTextures
Source code excerpt:
LoadEngineTexture(GlintTexture, *GlintTextureName.ToString());
}
if (GlintTexture2 == nullptr && GlintTexture2Name.IsValid())
{
LoadEngineTexture(GlintTexture2, *GlintTexture2Name.ToString());
}
}
void UEngine::LoadSimpleVolumeTextures()
{
if (SimpleVolumeTexture == nullptr && SimpleVolumeTextureName.IsValid())