void UFont::PostLoad() { Super::PostLoad(); // Cache the character count and the maximum character height for this font CacheCharacterCountAndMaxCharHeight(); for( int32 TextureIndex = 0 ; TextureIndex < Textures.Num() ; ++TextureIndex ) { UTexture2D* Texture = Textures[TextureIndex]; if( Texture ) { Texture->SetFlags(RF_Public); Texture->LODGroup = TEXTUREGROUP_UI; // Fix up compression type for distance field fonts. if (Texture->CompressionSettings == TC_Displacementmap && !Texture->SRGB) { Texture->ConditionalPostLoad(); Texture->CompressionSettings = TC_DistanceFieldFont; Texture->UpdateResource(); } } } }
void UFont::PostLoad() { Super::PostLoad(); // Cache the character count and the maximum character height for this font CacheCharacterCountAndMaxCharHeight(); for( int32 TextureIndex = 0 ; TextureIndex < Textures.Num() ; ++TextureIndex ) { UTexture2D* Texture = Textures[TextureIndex]; if( Texture ) { Texture->SetFlags(RF_Public); Texture->LODGroup = TEXTUREGROUP_UI; } } }