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UpdateTextureRegions - Editor Only?

Hello,

Curious why UpdateTextureRegions is marked with ENGINE_API but wrapped in a WITH_EDITOR ifdef? I'd prefer not to marshall around it and understand the reasoning behind hiding it.

Thanks!

 #if WITH_EDITOR
     /**
      *    Asynchronously update a set of regions of a texture with new data.
      *    @param MipIndex - the mip number to update
      *    @param NumRegions - number of regions to update
      *    @param Regions - regions to update
      *    @param SrcPitch - the pitch of the source data in bytes
      *    @param SrcBpp - the size one pixel data in bytes
      *    @param SrcData - the source data
      *  @param bFreeData - if true, the SrcData and Regions pointers will be freed after the update.
      */
     ENGINE_API void UpdateTextureRegions(int32 MipIndex, uint32 NumRegions, FUpdateTextureRegion2D* Regions, uint32 SrcPitch, uint32 SrcBpp, uint8* SrcData, bool bFreeData);
 
     /**
      * Temporarily disable streaming so we update subregions of this texture without streaming clobbering it. 
      */
     ENGINE_API void TemporarilyDisableStreaming();
 
     /** Called after an editor or undo operation is formed on texture
     */
     virtual void PostEditUndo() override;
 
 #endif // WITH_EDITOR


Product Version: UE 4.9
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asked Oct 12 '15 at 03:18 PM in C++ Programming

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Paultech
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avatar image Xinli Zou Feb 03 '16 at 06:46 PM

I got the same question. It is strange why these functions are editor related. Anyone?

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1 answer: sort voted first

To update others that see this report and since it was left to rot:

4.13 moved this function to ENGINE_API without IF_EDITOR so now works correctly.

Thanks

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answered Dec 23 '16 at 04:48 PM

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Paultech
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