unreal.LandscapeTexturePatchSourceMode

class unreal.LandscapeTexturePatchSourceMode

Bases: EnumBase

Determines where the patch gets its information, which affects its memory usage in editor (not in runtime, since patches are baked directly into landscape and removed for runtime).

C++ Source:

  • Plugin: LandscapePatch

  • Module: LandscapePatch

  • File: LandscapeTexturePatch.h

INTERNAL_TEXTURE: LandscapeTexturePatchSourceMode

The data will be read from an internally-stored UTexture2D. In this mode, the patch can’t be written-to via blueprints, but it avoids storing the extra render target needed for TextureBackedRenderTarget.

Type:

1

NONE: LandscapeTexturePatchSourceMode

The patch is considered not to have any data stored for this element. Setting source mode to this is a way to discard any internally stored data.

Type:

0

TEXTURE_ASSET: LandscapeTexturePatchSourceMode

The data will be read from a UTexture asset (which can be a render target). Allows multiple patches to share the same texture.

Type:

3

TEXTURE_BACKED_RENDER_TARGET: LandscapeTexturePatchSourceMode

The patch data will be read from an internally-stored render target, which can be written to via Blueprints and which gets serialized to an internally stored UTexture2D when needed. Uses double the memory of InternalTexture.

Type:

2