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]

#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