UMaterialEditingLibrary::CreateMaterialExpressionEx

Create a new material expression node within the supplied material, optionally specifying asset to use

Windows
MacOS
Linux

References

Module

MaterialEditor

Header

/Engine/Source/Editor/MaterialEditor/Public/MaterialEditingLibrary.h

Include

#include "MaterialEditingLibrary.h"

Source

/Engine/Source/Editor/MaterialEditor/Private/MaterialEditingLibrary.cpp

Syntax

static UMaterialExpression * CreateMaterialExpressionEx
(
    UMaterial * Material,
    UMaterialFunction * MaterialFunction,
    TSubclassOf< UMaterialExpression > ExpressionClass,
    UObject * SelectedAsset,
    int32 NodePosX,
    int32 NodePosY
)

Remarks

Create a new material expression node within the supplied material, optionally specifying asset to use

If a MaterialFunction and Material are specified, expression is added to Material and not MaterialFunction, assuming Material is a preview that will be copied to Function later by user.

Parameters

Parameter

Description

Material

Material asset to add an expression to

MaterialFunction

Specified if adding an expression to a MaterialFunction, used as Outer for new expression object

SelectedAsset

If specified, new node will attempt to use this asset, if of the appropriate type (e.g. Texture for a TextureSampler)

ExpressionClass

Class of expression to add

NodePosX

X position of new expression node

NodePosY

Y position of new expression node

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