WeightMapArrayPlaceholderTextureName
WeightMapArrayPlaceholderTextureName
#Overview
name: WeightMapArrayPlaceholderTextureName
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:169, section: [/Script/Engine.Engine]
- INI Section:
/Script/Engine.Engine
- Raw value:
/Engine/EngineMaterials/WeightMapArrayPlaceholderTexture.WeightMapArrayPlaceholderTexture
- 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:1409
Scope (from outer to inner):
file
class class UEngine : public UObject , public FExec
Source code excerpt:
UPROPERTY(globalconfig)
FSoftObjectPath WeightMapArrayPlaceholderTextureName;
/** Texture used to display LightMapDensity */
UPROPERTY()
TObjectPtr<class UTexture2D> LightMapDensityTexture;
/** Path of the texture used to display LightMapDensity */
#Loc: <Workspace>/Engine/Source/Runtime/Engine/Private/UnrealEngine.cpp:3182
Scope (from outer to inner):
file
function void UEngine::InitializeObjectReferences
Source code excerpt:
LoadEngineTexture(MiniFontTexture, *MiniFontTextureName.ToString());
LoadEngineTexture(WeightMapPlaceholderTexture, *WeightMapPlaceholderTextureName.ToString());
LoadEngineTexture(WeightMapArrayPlaceholderTexture, *WeightMapArrayPlaceholderTextureName.ToString());
LoadEngineTexture(LightMapDensityTexture, *LightMapDensityTextureName.ToString());
ConditionallyLoadPreIntegratedSkinBRDFTexture();
#if WITH_EDITOR
// Avoid breaking some engine textures that might be cached very early (i.e. BlueNoise)
FTextureCompilingManager::Get().FinishAllCompilation();