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