HighFrequencyNoiseTextureName
HighFrequencyNoiseTextureName
#Overview
name: HighFrequencyNoiseTextureName
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:153, section: [/Script/Engine.Engine]
- INI Section:
/Script/Engine.Engine
- Raw value:
/Engine/EngineMaterials/Good64x64TilingNoiseHighFreq.Good64x64TilingNoiseHighFreq
- 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:900
Scope (from outer to inner):
file
class class UEngine : public UObject , public FExec
Source code excerpt:
/** Path of the texture used to get random image grain values for post processing */
UPROPERTY(globalconfig)
FSoftObjectPath HighFrequencyNoiseTextureName;
/** Texture used to blur out of focus content, mimics the Bokeh shape of actual cameras */
UPROPERTY()
TObjectPtr<class UTexture2D> DefaultBokehTexture;
/** Path of the texture used to blur out of focus content, mimics the Bokeh shape of actual cameras */
#Loc: <Workspace>/Engine/Source/Runtime/Engine/Private/UnrealEngine.cpp:3178
Scope (from outer to inner):
file
function void UEngine::InitializeObjectReferences
Source code excerpt:
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());
LoadEngineTexture(LightMapDensityTexture, *LightMapDensityTextureName.ToString());
ConditionallyLoadPreIntegratedSkinBRDFTexture();