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Node Texture Parameter (v5.5)
Warning
This page is for Mutable v5.5. A newer version is available — see the v5.8 version of this page.

Expose a texture parameter from the Customizable Object. This allows to use any existing project textures without having to declare them at compile time. Also, it is possible to directly provide a texture from a buffer. Both features requires specific coding on the game side. See:
UCustomizableSystemImageProvider
IMPORTANT: This feature has a higher performance cost than compile time textures.
Allow the character to use game-created textures as custom clan emblem in relevant clothing, like a tabard, cape or shoulder.
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Default Value: Texture that is used while there's none explicitly set.
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Reference Texture: Texture which properties are obtained from during compilation time (e.g: size, LODBias...).
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Parameter Name: Name of the texture parameter defined by the node. It has to be unique within all the parameters in this customizable object hierarchy. Used when coding or within blueprints to refer to this parameter.
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Texture Size X: If no Reference Texture is provided, the size X of the texture.
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Texture Size Y: If no Reference Texture is provided, the size Y of the texture.
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Parameter UI Metadata: See UI Metadata section.
Value: Current texture set as parameter. Runtime modifiable. Returns the default value texture while not modified.
In the editor, you can specify texture options values by using the Texture Parameter Declaration. Once declared you will see them in the usual Instance Parameters.
