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Class SubUVAnimation

SubUV animation asset, which caches bounding geometry for regions in the SubUVTexture with non-zero opacity.

Inheritance
System.Object
UObject
SubUVAnimation
Inherited Members
UObject.TransientPackage
UObject.CastTo<T>(UObject)
UObject.CastTo(UObject, Type)
UObject.RemoveObject(UObject)
UObject.MakeObjectArrayField<T>(NativeArray*)
UObject.NotImplemented<T>()
UObject.Construct()
UObject.GetHashCode()
UObject.GetName()
UObject.ToString()
UObject.Name
UObject._None
UObject.None
UObject.ObjPointer
UObject.LoadObjectFromClass(Class, UObject, String, String, LoadFlags, PackageMap, Boolean)
UObject.LoadClass(Class, UObject, String, String, LoadFlags, PackageMap)
UObject.GetPropertyFor<T>(Name)
UObject.ExecuteUbergraph
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: UE4.Engine
Assembly: UE4DotNet.dll
Syntax
public class SubUVAnimation : UObject
Remarks

Particle emitters with a SubUV module which use this asset leverage the optimal bounding geometry to reduce overdraw.

Properties

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AlphaThreshold

Alpha channel values larger than the threshold are considered occupied and will be contained in the bounding geometry.

Declaration
public float AlphaThreshold { get; set; }
Property Value
Type Description
System.Single
Remarks

Raising this threshold slightly can reduce overdraw in particles using this animation asset.

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BoundingMode

More bounding vertices results in reduced overdraw, but adds more triangle overhead.

Declaration
public byte BoundingMode { get; set; }
Property Value
Type Description
System.Byte
Remarks

The eight vertex mode is best used when the SubUV texture has a lot of space to cut out that is not captured by the four vertex version, and when the particles using the texture will be few and large.

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DefaultObject

Get UE4 Default Object for this Class

Declaration
public static SubUVAnimation DefaultObject { get; }
Property Value
Type Description
SubUVAnimation
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OpacitySourceMode

Opacity Source Mode

Declaration
public byte OpacitySourceMode { get; set; }
Property Value
Type Description
System.Byte
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StaticClass

Get UE4 Class

Declaration
public static Class StaticClass { get; }
Property Value
Type Description
Class
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SubImages_Horizontal

The number of sub-images horizontally in the texture

Declaration
public int SubImages_Horizontal { get; set; }
Property Value
Type Description
System.Int32
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SubImages_Vertical

The number of sub-images vertically in the texture

Declaration
public int SubImages_Vertical { get; set; }
Property Value
Type Description
System.Int32
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SubUVTexture

Texture to generate bounding geometry from.

Declaration
public Texture2D SubUVTexture { get; set; }
Property Value
Type Description
Texture2D

Methods

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New(UObject, Name)

Spawn an object of this class

Declaration
public static SubUVAnimation New(UObject obj = null, Name name = default(Name))
Parameters
Type Name Description
UObject obj
Name name
Returns
Type Description
SubUVAnimation

Operators

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Implicit(IntPtr to SubUVAnimation)

Convert from IntPtr to UObject

Declaration
public static implicit operator SubUVAnimation(IntPtr p)
Parameters
Type Name Description
System.IntPtr p
Returns
Type Description
SubUVAnimation
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