MiniFontTextureName
MiniFontTextureName
#Overview
name: MiniFontTextureName
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:167, section: [/Script/Engine.Engine]
- INI Section:
/Script/Engine.Engine
- Raw value:
/Engine/EngineMaterials/MiniFont.MiniFont
- 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:1395
Scope (from outer to inner):
file
class class UEngine : public UObject , public FExec
Source code excerpt:
/** Path of the texture used to do font rendering in shaders */
UPROPERTY(globalconfig)
FSoftObjectPath MiniFontTextureName;
/** Texture used as a placeholder for terrain weight-maps to give the material the correct texture format. */
UPROPERTY()
TObjectPtr<class UTexture> WeightMapPlaceholderTexture;
UPROPERTY()
#Loc: <Workspace>/Engine/Source/Runtime/Engine/Private/UnrealEngine.cpp:3180
Scope (from outer to inner):
file
function void UEngine::InitializeObjectReferences
Source code excerpt:
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();
#if WITH_EDITOR