I’m looking to set a specific texture SamplerState filter for a texture I’m sampling. I’ve looked into the VM code and found:
if (DefinitionFunctionName == SampleTexture2DName)
{
FString HLSLTextureName = TextureName + ParamInfo.DataInterfaceHLSLSymbol;
FString HLSLSamplerName = SamplerName + ParamInfo.DataInterfaceHLSLSymbol;
OutHLSL += TEXT("void ") + InstanceFunctionName + TEXT("(in float2 In_UV, out float4 Out_Value)
{
");
OutHLSL += TEXT(" Out_Value = ") + HLSLTextureName + TEXT(".SampleLevel(") + HLSLSamplerName + TEXT(", In_UV, 0);
");
OutHLSL += TEXT("
}
");
return true;
}
In my generated “Particle GPUCompute Script”, I see this for the actual sample code:
Out_Value = Texture_MaskTex.SampleLevel(Sampler_MaskTex, In_UV, 0);
And this for the SamplerState it is using:
SamplerState Sampler_MaskTex;
So it looks like it is using the defaults for the sampler, with no obvious way to customize it. Is there a hidden Niagara “inject your own custom code” feature that I don’t know about and can use?