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]

#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();