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* Added BP functions to create all types of UTexture from their UTextureRenderTarget counterpart (except UTextureRenderTargetCubeArray, since we don't have much of anything available to produce these ATM, but there's no reason it shouldn't work) * Fixed crash when trying to create a UTexture out of a UTextureRenderTarget with a non-supported format. The error is also appropriately reported to the user via blueprint message log, instead of a message box in the past Misc: * UTextureRenderTarget have to implement CanConvertToTexture to indicate if they are currently able to be converted to a texture (e.g. valid size, supported format, etc.) * There's now a generic UpdateTexture and ConstructTexture function on UTextureRenderTarget that can be used to update an existing texture or create a new one * D3D11 and D3D12's RHIReadSurfaceData now support reading from (cube) texture arrays * Added R8G8 to FColor conversion (the missing .BA channels are filled with 0 and 255, respectively) * Deprecated all redundant ReadPixels / ReadFloat16Pixels from child classes of FRenderTarget (FTextureResource, FTextureRenderTargetVolumeResource, FTextureRenderTarget2DArrayResource). Note that ReadPixels / ReadFloat16Pixels / ReadLinearColorPixels are now virtual to avoid this situation and yet allow FTextureRenderTargetVolumeResource to implement them in its own way (unlike all other implementations, it uses Read3DSurfaceFloatData internally) * Fixed typo in FTextureRenderTargetVolumeResource::GetDisplayGamma(), which didn't take PF_R32_FORMAT into account * Added FTextureSourceFormatInfo and GTextureSourceFormats, which provides information about the various supported formats in ETextureSourceFormat (similar to EPixelFormat and GPixelFormats) #jira UE-194364 #rb jon.cain #tests editor [CL 28494190 by jonathan bard in ue5-main branch]