![]() This is used to place the RVT Asset in the scene. Add a Runtime Virtual Texture Volume to the scene from the Modes panel. It is used to link all the components (Actors, RVT Volume, and RVT Materials) together to render the runtime virtual texture. References Syntax UTexture2D * ConstructTexture2D ( UObject * InOuter, const FString & NewTexName, EObjectFlags InObjectFlags,Create a Runtime Virtual Texture Asset (s) in the Content Browser. Then, we use a material factory to create our UMaterial.UTextureRenderTarget2D::ConstructTexture2D Utility for creating a new (API\Runtime\Engine\Engine\UTexture2D) from a TextureRenderTarget2D TextureRenderTarget2D must be square and a power of two size. To do this, we need to create an UPackage (which is the storage object of our asset). ![]() First of all, we must create a new asset programmatically, for instance, let's create a new material with name "M_Material" into the root content folder "/Game/".
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