Files
UnrealEngine/Engine/Source/Editor/VirtualTexturingEditor/Private/VirtualTextureBuilderFactory.cpp
Brandyn / Techy fcc1b09210 init
2026-04-04 15:40:51 -05:00

44 lines
1.5 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "VirtualTextureBuilderFactory.h"
#include "AssetTypeCategories.h"
#include "VT/VirtualTextureBuilder.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(VirtualTextureBuilderFactory)
#define LOCTEXT_NAMESPACE "VirtualTextureBuilderFactory"
UVirtualTextureBuilderFactory::UVirtualTextureBuilderFactory(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
SupportedClass = UVirtualTextureBuilder::StaticClass();
bCreateNew = true;
bEditAfterNew = false;
bEditorImport = false;
}
UObject* UVirtualTextureBuilderFactory::FactoryCreateNew(UClass* Class, UObject* InParent, FName Name, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn)
{
return NewObject<UVirtualTextureBuilder>(InParent, Class, Name, Flags);
}
FText UVirtualTextureBuilderFactory::GetDisplayName() const
{
return FText(LOCTEXT("DisplayName", "Streaming Runtime Virtual Texture"));
}
FText UVirtualTextureBuilderFactory::GetToolTip() const
{
return LOCTEXT("ToolTip", "The baked version of a runtime virtual texture (RVT) : this allows to capture the low mips of the RVT in order to save on rendering time, "
"so that the baked pages are streamed directly from disk instead of being rendered at runtime.\n"
"In order to work, this asset has to be associated with a Runtime Virtual Texture component. It also gets built through it.");
}
FString UVirtualTextureBuilderFactory::GetDefaultNewAssetName() const
{
return FString(TEXT("NewStreamingRuntimeVirtualTexture"));
}
#undef LOCTEXT_NAMESPACE