| UObjectBase
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Module |
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Header |
/Engine/Plugins/Enterprise/VariantManagerContent/Source/VariantManagerContent/Public/PropertyValueMaterial.h |
Include |
#include "PropertyValueMaterial.h" |
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType)
class UPropertyValueMaterial : public UPropertyValue
Name | Description | |
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UPropertyValueMaterial ( |
Name | Description | ||
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UMaterialInt... |
GetMaterial() |
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SetMaterial ( |
Name | Description | ||
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ApplyDataToResolvedObject() |
Applies our recorded data to the PropertyValuePtr for the resolved object. |
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ContainsProperty ( |
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GetDataFromResolvedObject() |
Fetches the value bytes for this property from the resolved object. |
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const TArray... |
GetDefaultValue() |
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UClass * |
GetObjectPropertyObjectClass() |
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FFieldClass ... |
GetPropertyClass() |
Returns the type of FProperty (FObjectProperty, FFloatProperty, etc) If checking for Enums, prefer checking if GetEnumPropertyEnum() != nullptr, as it may be that we received a FNumericProperty that actually represents an enum, which wouldn't be reflected here |
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UStruct *... |
GetPropertyParentContainerClass() |
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GetValueSizeInBytes() |
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Resolve ( |
Our leaf property will always be OverrideMaterials/OverrideMaterials[0] just for the type/size/class information. |
Name |
Description |
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OverrideMaterialsProperty |