Module |
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Header |
/Engine/Source/Runtime/Engine/Classes/Materials/Material.h |
Include |
#include "Materials/Material.h" |
class UMaterial : public UMaterialInterface
A Material is an asset which can be applied to a mesh to control the visual look of the scene. When light from the scene hits the surface, the shading model of the material is used to calculate how that light interacts with the surface.
Warning: Creating new materials directly increases shader compile times! Consider creating a Material Instance off of an existing material instead.
Name | Description | ||
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uint8: 1 |
AllowTranslucentCustomDepthWrites |
Allows a translucent material to be used with custom depth writing by compiling additional shaders. |
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AmbientOcclusion |
Output ambient occlusion to the GBuffer |
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|
Anisotropy |
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|
uint8: 1 |
bAllowDevelopmentShaderCompile |
If true the compilation environment will be changed to remove the global COMPILE_SHADERS_FOR_DEVELOPMENT flag. |
|
uint8: 1 |
bAllowNegativeEmissiveColor |
Whether the material should allow outputting negative emissive color values. |
|
BaseColor |
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|
uint8: 1 |
bAutomaticallySetUsageInEditor |
Whether to automatically set usage flags based on what the material is applied to in the editor. |
|
uint8: 1 |
bBlockGI |
If enabled, the material's opacity defines how much GI is blocked when using the LightPropagationVolume feature |
|
uint8: 1 |
bCanMaskedBeAssumedOpaque |
True if this Material can be assumed Opaque when set to masked. |
|
uint8: 1 |
bCastDynamicShadowAsMasked |
Whether the material should cast shadows as masked even though it has a translucent blend mode. |
|
uint8: 1 |
bCastRayTracedShadows |
When true, the material casts ray tracing shadows. |
|
uint8: 1 |
bComputeFogPerPixel |
When true, translucent materials have fog computed for every pixel, which costs more but fixes artifacts due to low tessellation. |
|
uint8: 1 |
bContactShadows |
Contact shadows on translucency |
|
uint8: 1 |
bDisableDepthTest |
Whether to draw on top of opaque pixels even if behind them. |
|
uint8: 1 |
bEnableAdaptiveTessellation |
Enables adaptive tessellation, which tries to maintain a uniform number of pixels per triangle. |
|
uint8: 1 |
bEnableCrackFreeDisplacement |
Prevents cracks in the surface of the mesh when using tessellation. |
|
uint8: 1 |
bEnableMobileSeparateTranslucency |
Indicates that the translucent material should not be affected by bloom or DOF. |
|
uint8: 1 |
bEnableResponsiveAA |
Indicates that the material should be rendered using responsive anti-aliasing. |
|
uint8: 1 |
bEnableSeparateTranslucency |
Indicates that the material should be rendered in the SeparateTranslucency Pass (not affected by DOF, requires bAllowSeparateTranslucency to be set in .ini). |
|
uint8: 1 |
bEnableStencilTest |
Selectively execute post process material only for pixels that pass the stencil test against the Custom Depth/Stencil buffer. |
|
uint32: 1 |
bForwardRenderUsePreintegratedGFForSimpleIBL |
Forward (including mobile) renderer: use preintegrated GF lut for simple IBL, but will use one more sampler. |
|
uint8: 1 |
bFullyRough |
Forces the material to be completely rough. Saves a number of instructions and one sampler. |
|
uint8: 1 |
bGenerateSphericalParticleNormals |
Whether to generate spherical normals for particles that use this material. |
|
uint8: 1 |
bIsBlendable |
Allows blendability to be turned off, only used if domain is PostProcess |
|
uint8: 1 |
bIsFunctionPreviewMaterial |
True if Material is the function preview material used in the material instance editor. |
|
uint8: 1 |
bIsMaterialEditorStatsMaterial |
True if this is a special material used for stats by the material editor. |
|
uint8: 1 |
bIsPreviewMaterial |
True if Material is the preview material used in the material editor. |
|
uint8: 1 |
bIsSky |
Unlit and Opaque materials can be used as sky material on a sky dome mesh. |
|
TEnumAsByte< en... |
BlendableLocation |
Where the node is inserted in the (post processing) graph, only used if domain is PostProcess |
|
uint8: 1 |
BlendableOutputAlpha |
If this is enabled, the blendable will output alpha |
|
BlendablePriority |
If multiple nodes with the same type are inserted at the same point, this defined order and if they get combined, only used if domain is PostProcess |
|
|
TEnumAsByte< en... |
BlendMode |
Determines how the material's color is blended with background colors. |
|
uint8: 1 |
bNormalCurvatureToRoughness |
Reduce roughness based on screen space normal changes. |
|
uint8: 1 |
bOutputTranslucentVelocity |
When true, translucent materials will output motion vectors in velocity pass. |
|
uint8: 1 |
bScreenSpaceReflections |
SSR on translucency |
|
uint8: 1 |
bTangentSpaceNormal |
Whether the material takes a tangent space normal or a world space normal as input. |
|
uint8: 1 |
bUsedAsSpecialEngineMaterial |
This is a special usage flag that allows a material to be assignable to any primitive type. |
|
uint8: 1 |
bUsedWithBeamTrails |
Indicates that the material and its instances can be used with beam trails This will result in the shaders required to support beam trails being compiled which will increase shader compile time and memory usage. |
|
uint8: 1 |
bUsedWithClothing |
Indicates that the material and its instances can be used with clothing This will result in the shaders required to support clothing being compiled which will increase shader compile time and memory usage. |
|
uint8: 1 |
bUsedWithEditorCompositing |
Indicates that the material and its instances can be used with editor compositing This will result in the shaders required to support editor compositing being compiled which will increase shader compile time and memory usage. |
|
uint8: 1 |
bUsedWithGeometryCache |
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|
uint8: 1 |
bUsedWithGeometryCollections |
Indicates that the material and its instances can be use with geometry collections This will result in the shaders required to support geometry collections being compiled which will increase shader compile time and memory usage. |
|
uint32: 1 |
bUsedWithHairStrands |
Indicates that the material and its instances can be use with hair strands This will result in the shaders required to support hair strands geometries being compiled which will increase shader compile time and memory usage. |
|
uint8: 1 |
bUsedWithInstancedStaticMeshes |
Indicates that the material and its instances can be used with instanced static meshes This will result in the shaders required to support instanced static meshes being compiled which will increase shader compile time and memory usage. |
|
uint32: 1 |
bUsedWithLidarPointCloud |
Indicates that the material and its instances can be use with LiDAR Point Clouds This will result in the shaders required to support LiDAR Point Cloud geometries being compiled which will increase shader compile time and memory usage. |
|
uint8: 1 |
bUsedWithMeshParticles |
Indicates that the material and its instances can be used with mesh particles This will result in the shaders required to support mesh particles being compiled which will increase shader compile time and memory usage. |
|
uint8: 1 |
bUsedWithMorphTargets |
Indicates that the material and its instances can be used with morph targets This will result in the shaders required to support morph targets being compiled which will increase shader compile time and memory usage. |
|
uint8: 1 |
bUsedWithNiagaraMeshParticles |
|
|
uint8: 1 |
bUsedWithNiagaraRibbons |
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|
uint8: 1 |
bUsedWithNiagaraSprites |
Indicates that the material and its instances can be used with Niagara sprites (meshes and ribbons, respectively) This will result in the shaders required to support Niagara sprites being compiled which will increase shader compile time and memory usage. |
|
uint8: 1 |
bUsedWithParticleSprites |
Indicates that the material and its instances can be used with particle sprites This will result in the shaders required to support particle sprites being compiled which will increase shader compile time and memory usage. |
|
uint8: 1 |
bUsedWithSkeletalMesh |
Indicates that the material and its instances can be used with skeletal meshes. |
|
uint8: 1 |
bUsedWithSplineMeshes |
Indicates that the material and its instances can be used with spline meshes This will result in the shaders required to support spline meshes being compiled which will increase shader compile time and memory usage. |
|
uint8: 1 |
bUsedWithStaticLighting |
Indicates that the material and its instances can be used with static lighting This will result in the shaders required to support static lighting being compiled which will increase shader compile time and memory usage. |
|
uint32: 1 |
bUsedWithWater |
Indicates that the material and its instances can be use with water This will result in the shaders required to support water meshes being compiled which will increase shader compile time and memory usage. |
|
uint8: 1 |
bUseEmissiveForDynamicAreaLighting |
If enabled, the material's emissive colour is injected into the LightPropagationVolume |
|
uint8: 1 |
bUseFullPrecision |
Forces this material to use full (highp) precision in the pixel shader. |
|
uint8: 1 |
bUseHQForwardReflections |
Forward renderer: enables multiple parallax-corrected reflection captures that blend together. |
|
uint8: 1 |
bUseLightmapDirectionality |
Use lightmap directionality and per pixel normals. |
|
uint8: 1 |
bUseMaterialAttributes |
When true, the material attributes pin is used instead of the regular pins. |
|
uint8: 1 |
bUsePlanarForwardReflections |
Enables planar reflection when using the forward renderer or mobile. |
|
uint8: 1 |
bUsesDistortion |
Indicates that the material and its instances can be used with distortion This will result in the shaders required to support distortion being compiled which will increase shader compile time and memory usage. |
|
uint8: 1 |
bUseTranslucencyVertexFog |
When true, translucent materials are fogged. Defaults to true. |
|
uint8: 1 |
bWriteOnlyAlpha |
Whether the transluency pass should write its alpha, and only the alpha, into the framebuffer |
|
ClearCoat |
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|
ClearCoatRoughness |
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|
CustomizedUVs |
These inputs are evaluated in the vertex shader and allow artists to do arbitrary vertex shader operations and access them in the pixel shader. |
|
|
TEnumAsByte< en... |
D3D11TessellationMode |
The type of tessellation to apply to this object. |
|
TEnumAsByte< en... |
DecalBlendMode |
Defines how the GBuffer chanels are getting manipulated by a decal material pass. |
|
FDefaultMateria... |
DefaultMaterialInstance |
FMaterialRenderProxy derivative that represent this material to the renderer, when the renderer needs to fetch parameter values. |
|
uint8: 1 |
DitheredLODTransition |
Whether meshes rendered with the material should support dithered LOD transitions. |
|
uint8: 1 |
DitherOpacityMask |
Dither opacity mask. |
|
EditorComments |
Array of comments associated with this material; viewed in the material editor. |
|
|
EditorParameters |
Used to detect duplicate parameters. Does not contain parameters in referenced functions! |
|
|
EditorPitch |
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|
EditorX |
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EditorY |
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|
EditorYaw |
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EmissiveColor |
Emission. |
|
|
Expressions |
Array of material expressions, excluding Comments. Used by the material editor. |
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|
MaterialAttributes |
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TEnumAsByte< en... |
MaterialDecalResponse |
Defines how the material reacts on DBuffer decals (Affects look, performance and texture/sample usage). |
|
TEnumAsByte< en... |
MaterialDomain |
The domain that the material's attributes will be evaluated in. |
|
UMaterialGraph ... |
MaterialGraph |
EdGraph based representation of the Material |
|
float |
MaxDisplacement |
|
|
Metallic |
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|
Normal |
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|
NumCustomizedUVs |
Number of customized UV inputs to display. |
|
|
Opacity |
Transmission. |
|
|
OpacityMask |
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|
float |
OpacityMaskClipValue |
If BlendMode is BLEND_Masked, the surface is not rendered where OpacityMask < OpacityMaskClipValue. |
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ParameterGroupData |
Controls where this parameter group is displayed in a material instance parameter list. |
|
|
PhysicalMaterialMap |
Physical material mask map to use for this graphics material. Used for sounds, effects etc. |
|
|
PhysMaterial |
Physical material to use for this graphics material. Used for sounds, effects etc. |
|
|
PhysMaterialMask |
Physical material mask to use for this graphics material. Used for sounds, effects etc. |
|
|
PixelDepthOffset |
||
|
Refraction |
Output refraction index for translucent rendering Air:1.0 Water:1.333 Ice:1.3 Glass:~1.6 Diamond:2.42 |
|
|
float |
RefractionDepthBias |
This is the refraction depth bias, larger values offset distortion to prevent closer objects from rendering into the distorted surface at acute viewing angles but increases the disconnect between surface and where the refraction starts. |
|
TEnumAsByte< en... |
RefractionMode |
Controls how the Refraction input is interpreted and how the refraction offset into scene color is computed for this material. |
|
Roughness |
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|
ShadingModelFromMaterialExpression |
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Specular |
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|
StateId |
Guid that uniquely identifies this material. |
|
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TEnumAsByte< EM... |
StencilCompare |
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|
StencilRefValue |
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|
SubsurfaceColor |
Inner material color, only used for ShadingModel=Subsurface |
|
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Tangent |
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TessellationMultiplier |
Multiplies the tessellation factors applied when a tessellation mode is set. |
|
|
float |
TranslucencyDirectionalLightingIntensity |
Useful for artificially increasing the influence of the normal on the lighting result for translucency. |
|
TEnumAsByte< en... |
TranslucencyLightingMode |
Sets the lighting mode that will be used on this material if it is translucent. |
|
float |
TranslucentBackscatteringExponent |
Controls how diffuse the material's backscattering is when using the MSM_Subsurface shading model. |
|
TranslucentMultipleScatteringExtinction |
Colored extinction factor used to approximate multiple scattering in dense volumes. |
|
|
float |
TranslucentSelfShadowDensityScale |
Scale used to make translucent self-shadowing more or less opaque than the material's shadow on other objects. |
|
float |
TranslucentSelfShadowSecondDensityScale |
Used to make a second self shadow gradient, to add interesting shading in the shadow of the first. |
|
float |
TranslucentSelfShadowSecondOpacity |
Controls the strength of the second self shadow gradient. |
|
float |
TranslucentShadowDensityScale |
Scale used to make translucent shadows more or less opaque than the material's actual opacity. |
|
float |
TranslucentShadowStartOffset |
Local space distance to bias the translucent shadow. |
|
uint8: 1 |
TwoSided |
Indicates that the material should be rendered without backface culling and the normal should be flipped for backfaces. |
|
UsageFlagWarnings |
True if we have printed a warning about material usage for a given usage flag. |
|
|
uint8: 1 |
Wireframe |
Enables a wireframe view of the mesh the material is applied to. |
|
WorldDisplacement |
Offset in world space applied to tessellated vertices. |
|
|
WorldPositionOffset |
Adds to world position in the vertex shader. |
Name | Description | |
---|---|---|
|
UMaterial ( |
Name | Description | ||
---|---|---|---|
|
AddExpressionParameter ( |
Add an expression node that represents a parameter to the list of material parameters. |
|
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AddReferencedObjects ( |
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AllMaterialsCacheResourceShadersForRendering ( |
For all materials, UMaterial::CacheResourceShadersForRendering. |
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FMaterialRes... |
AllocateResource() |
|
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AppendReferencedFunctionIdsTo |
Returns an array of the guids of functions used in this material, with the call hierarchy flattened. |
|
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AppendReferencedParameterCollectionIdsTo |
Returns an array of the guids of parameter collections used in this material. |
|
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AttemptInsertNewGroupName ( |
Attempts to add a new group name to the Group Data struct. True if new name was added. |
|
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BackupMaterialShadersToMemory ( |
Backs up all material shaders to memory through serialization, organized by FMaterialShaderMap. |
|
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BuildEditorParameterList() |
Iterate through all of the expression nodes in the material and finds any parameters to put in EditorParameters. |
|
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CancelOutstandingCompilation() |
Cancels any currently outstanding compilation jobs for this material. |
|
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CompileMaterialsForRemoteRecompile ( |
Builds a map from UMaterialInterface name to the shader maps that are needed for rendering on the given platform. |
|
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CopyExpressionParameters ( |
Copy the values of an expression parameter to another expression parameter of the same class. |
|
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DumpDebugInfo() |
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|
ExpressionTy... |
FindExpressionByGUID ( |
Attempt to find a expression by its GUID. |
|
FixCommentPositions ( |
Shifts the positions of comments so that they are aligned correctly with other expressions |
|
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FlipExpressionPositions ( |
Flip the X coordinates of a material's expressions and space them out more |
|
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GetAllCustomOutputExpressions ( |
Returns any UMaterialExpressionCustomOutput expressions |
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GetAllExpressionsForCustomInterpolators ( |
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GetAllExpressionsInMaterialAndFunctionsOfType ( |
Get all expressions of the requested type, recursing through any function expressions in the material |
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GetAllExpressionsOfType ( |
Get all expressions of the requested type |
|
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GetAllParameterInfo ( |
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GetAllReferencedExpressions ( |
Get all referenced expressions (returns the chains for all properties). |
|
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GetBlendModeFromString ( |
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const TCHAR ... |
GetBlendModeString ( |
|
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const FMater... |
GetCachedExpressionData() |
|
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GetDecalBlendMode() |
Returns the material's decal blend mode, calculated from the DecalBlendMode property and what inputs are connected. |
|
|
UMaterial &#... |
GetDefaultMaterial ( |
Return the default material, loading it if necessary |
|
FExpressionI... |
GetExpressionInputForProperty ( |
Get the expression input for the given property |
|
GetExpressionParameterName ( |
Get the name of a parameter. |
|
|
GetExpressionsInPropertyChain ( |
Get the expression chain for the given property (ie fill in the given array with all expressions in the chain). |
|
|
GetMaterialDecalResponse() |
Returns the material's decal response mode |
|
|
EMaterialSha... |
GetMaterialShadingModelFromString ( |
|
|
const TCHAR ... |
GetMaterialShadingModelString ( |
Helper functions for text output of properties. |
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GetQualityLevelUsage ( |
Determines whether each quality level has different nodes by inspecting the material's expressions. |
|
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GetUsageByFlag ( |
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GetUsageName ( |
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HasAnyExpressionsInMaterialAndFunctionsOfType() |
Checks if the material contains an expression of the requested type, recursing through any function expressions in the material |
|
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HasBaseColorConnected() |
||
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HasDuplicateDynamicParameters ( |
Return whether the provided expression dynamic parameter has duplicates. |
|
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HasDuplicateParameters ( |
Return whether the provided expression parameter has duplicates. |
|
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HasEmissiveColorConnected() |
||
|
HasFlippedCoordinates() |
Checks whether a Material is arranged in the old style, with inputs flowing from right to left |
|
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HasNormalConnected() |
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HasRoughnessConnected() |
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HasSpecularConnected() |
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IsCompilingOrHadCompileError ( |
Useful to customize rendering if that case (e.g. hide the object) |
|
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IsDefaultMaterial() |
Returns true if the material is one of the default materials. |
|
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IsDynamicParameter ( |
Return whether the provided expression node is a dynamic parameter. |
|
|
IsParameter ( |
Return whether the provided expression node is a parameter. |
|
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IsPostProcessMaterial() |
||
|
IsPropertyActiveInDerived ( |
Like IsPropertyActive(), but considers any state overriden by DerivedMaterial |
|
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IsPropertyActiveInEditor ( |
Like IsPropertyActive(), but should be used in context of editor. |
|
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IsTextureForceRecompileCacheRessource ( |
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IsUIMaterial() |
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IsUsageFlagDirty ( |
Checks to see if the Usage flag has an annotation marking it as needing to be saved |
|
|
NeedsSetMaterialUsage_Concurrent ( |
Tests to see if this material needs a usage flag update |
|
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NotifyCompilationFinished ( |
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|
FMaterialCom... |
OnMaterialCompilationFinished() |
|
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PropagateExpressionParameterChanges ( |
A parameter with duplicates has to update its peers so that they all have the same value. |
|
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RebuildShadingModelField() |
Collect all material expressions fomr this material and all its functions and figure out which possible shading models exist in this material |
|
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RecursiveGetExpressionChain ( |
Recursively retrieve the expressions contained in the chain of the given expression. |
|
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RecursiveUpdateRealtimePreview ( |
Recursively update the bRealtimePreview for each expression based on whether it is connected to something that is time-varying. |
|
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ReleaseResources() |
Releases rendering resources used by this material. |
|
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RemoveExpressionParameter ( |
Removes an expression node that represents a parameter from the list of material parameters. |
|
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RestoreMaterialShadersFromMemory ( |
Recreates FShaders for FMaterialShaderMap's from the serialized data. |
|
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SaveShaderStableKeys ( |
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SetFontParameterValueEditorOnly |
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SetMaterialLayersParameterValueEditorOnly ( |
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SetMaterialUsage ( |
Set the given usage flag. |
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SetRuntimeVirtualTextureParameterValueEditorOnly ( |
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SetScalarParameterValueEditorOnly ( |
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SetShadingModel ( |
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SetStaticComponentMaskParameterValueEditorOnly |
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SetStaticSwitchParameterValueEditorOnly |
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SetTextureParameterValueEditorOnly |
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SetVectorParameterValueEditorOnly ( |
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UpdateCachedExpressionData() |
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UpdateExpressionDynamicParameters ( |
Iterate through all of the expression nodes and fix up changed properties on matching dynamic parameters when a change occurs. |
|
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UpdateExpressionParameterName ( |
Remove the expression from the editor parameters list (if it exists) and then re-adds it. |
|
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UpdateMaterialShaderCacheAndTextureReferences() |
Recompute the ddc cache key and reload the material in case the key is not the same. |
|
|
UpdateMaterialShaders ( |
Go through every material, flush the specified types and re-initialize the material's shader maps. |
Name | Description | ||
---|---|---|---|
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CastsRayTracedShadows() |
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CheckMaterialUsage ( |
Checks if the material can be used with the given usage flag. |
|
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CheckMaterialUsage_Concurrent ( |
Same as above but is valid to call from any thread. |
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CompilePropertyEx ( |
Allows material properties to be compiled with the option of being overridden by the material attributes input. |
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ForceRecompileForRendering() |
Clears the shader cache and recompiles the shader for rendering. |
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GetAllFontParameterInfo ( |
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GetAllMaterialLayersParameterInfo ( |
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GetAllRuntimeVirtualTextureParameterInfo ( |
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GetAllScalarParameterInfo ( |
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GetAllStaticComponentMaskParameterInfo ( |
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GetAllStaticSwitchParameterInfo ( |
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GetAllTextureParameterInfo ( |
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GetAllVectorParameterInfo ( |
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GetBlendMode() |
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GetCastDynamicShadowAsMasked() |
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GetDependentFunctions ( |
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GetFontParameterDefaultValue ( |
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GetFontParameterValue ( |
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GetGroupName ( |
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GetGroupSortPriority |
Get the sort priority index of the given parameter group |
|
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GetLayerParameterIndex ( |
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GetLightingGuidChain |
Returns all the Guids related to this material. |
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|
const UMater... |
GetMaterial() |
Get the material which we are instancing. |
|
UMaterial &#... |
GetMaterial() |
Get the material which we are instancing. |
|
const UMater... |
GetMaterial_Concurrent ( |
Same as above, but can be called concurrently |
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GetMaterialLayersParameterValue ( |
Get the value of the given static material layers parameter |
|
|
FMaterialRes... |
GetMaterialResource ( |
Get the static permutation resource if the instance has one |
|
const FMater... |
GetMaterialResource ( |
Get the static permutation resource if the instance has one |
|
float |
GetOpacityMaskClipValue() |
Access to overridable properties of the base material. |
|
GetParameterDesc ( |
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|
GetParameterSortPriority ( |
Get the sort priority index of the given parameter |
|
|
UPhysicalMat... |
GetPhysicalMaterial() |
Return a pointer to the physical material used by this material instance. |
|
UPhysicalMat... |
GetPhysicalMaterialFromMap ( |
Return a pointer to the physical material from mask map at given index. |
|
UPhysicalMat... |
GetPhysicalMaterialMask() |
Return a pointer to the physical material mask used by this material instance. |
|
TArrayView< ... |
GetReferencedTextures() |
Appends textures referenced by expressions, including nested functions. |
|
GetRefractionSettings ( |
||
|
FMaterialRen... |
GetRenderProxy() |
Return a pointer to the FMaterialRenderProxy used for rendering. |
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GetRuntimeVirtualTextureParameterDefaultValue ( |
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|
GetRuntimeVirtualTextureParameterValue ( |
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GetScalarParameterDefaultValue ( |
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GetScalarParameterSliderMinMax ( |
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GetScalarParameterValue ( |
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FMaterialSha... |
GetShadingModels() |
|
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GetStaticComponentMaskParameterDefaultValue |
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GetStaticComponentMaskParameterValues ( |
Get the values of the given set of static component mask parameters |
|
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GetStaticSwitchParameterDefaultValue ( |
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|
GetStaticSwitchParameterValues ( |
Get the values of the given set of static switch parameters. |
|
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USubsurfaceP... |
GetSubsurfaceProfile_Internal() |
|
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GetTerrainLayerWeightParameterValue ( |
Get the weightmap index of the given terrain layer weight parameter |
|
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GetTextureParameterChannelNames ( |
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GetTextureParameterDefaultValue ( |
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GetTextureParameterValue ( |
||
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GetTexturesInPropertyChain ( |
Get all of the textures in the expression chain for the given property (ie fill in the given array with all textures in the chain). |
|
|
GetUsedTextures ( |
Return the textures used to render this material. |
|
|
GetUsedTexturesAndIndices ( |
Return the textures used to render this material and the material indices bound to each. |
|
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GetVectorParameterChannelNames ( |
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GetVectorParameterDefaultValue ( |
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GetVectorParameterValue ( |
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IsDitheredLODTransition() |
||
|
IsMasked() |
||
|
IsPropertyActive ( |
Checks to see if an input property should be active, based on the state of the material |
|
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IsScalarParameterUsedAsAtlasPosition ( |
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IsShadingModelFromMaterialExpression() |
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IsTranslucencyWritingCustomDepth() |
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IsTranslucencyWritingVelocity() |
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IsTwoSided() |
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IsVectorParameterUsedAsChannelMask ( |
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IterateDependentFunctions ( |
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LogMaterialsAndTextures ( |
Output to the log which materials and textures are used by this material. |
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OverrideScalarParameterDefault ( |
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OverrideTexture ( |
Override a specific texture (transient) |
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OverrideVectorParameterDefault ( |
Overrides the default value of the given parameter (transient). |
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RecacheUniformExpressions ( |
Re-caches uniform expressions for this material interface Set bRecreateUniformBuffer to true if uniform buffer layout will change (e.g. FMaterial is being recompiled). |
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SaveShaderStableKeysInner ( |
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ShouldForcePlanePreview() |
True if this Material Interface should force a plane preview |
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UpdateLightmassTextureTracking() |
Check if the textures have changed since the last time the material was serialized for Lightmass... |
Name | Description | ||
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BeginCacheForCookedPlatformData ( |
Starts caching of platform specific data for the target platform Called when cooking before serialization so that object can prepare platform specific data Not called during normal loading of objects |
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BeginDestroy() |
Called before destroying the object. |
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CanEditChange ( |
Called by the editor to query whether a property of this object is allowed to be modified. |
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ClearAllCachedCookedPlatformData() |
Clear all cached cooked platform data |
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ClearCachedCookedPlatformData ( |
Clears cached cooked platform data for specific platform |
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FinishDestroy() |
Called to finish destroying the object. |
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GetAssetRegistryTags ( |
Gathers a list of asset registry searchable tags which are name/value pairs with some type information This only needs to be implemented for asset objects |
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GetResourceSizeEx ( |
Get the size of the object/resource for use in memory tools or to display to artists/LDs in the Editor This is the extended version which separates up the used memory into different memory regions (the actual definition of which may be platform specific). |
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IsCachedCookedPlatformDataLoaded ( |
Have we finished loading all the cooked platform data for the target platforms requested in BeginCacheForCookedPlatformData |
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IsReadyForFinishDestroy() |
Called to check if the object is ready for FinishDestroy. |
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PostDuplicate ( |
Called after duplication & serialization and before PostLoad. |
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PostEditChangeProperty ( |
Called when a property on this object has been modified externally |
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PostInitProperties() |
Called after the C++ constructor and after the properties have been initialized, including those loaded from config. |
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PostLoad() |
Do any object-specific cleanup required immediately after loading an object. |
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PreEditChange ( |
This is called when a property is about to be modified externally |
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PreSave ( |
Presave function. |
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Serialize ( |
Handles reading, writing, and reference collecting using FArchive. |
Name | Description | ||
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CanBeClusterRoot() |
Called after load to determine if the object can be a cluster root |
Name |
Description |
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FMaterialCompilationFinished |
Name |
Description |
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MaterialCompilationFinishedEvent |
Name | Description | ||
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uint8: 1 |
bIsMasked_DEPRECATED |
True if Material is masked and uses custom opacity |
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uint8: 1 |
bUsedWithUI_DEPRECATED |
Indicates that the material and its instances can be used with SlateUI and UMG This will result in the shaders required to support UI materials being compiled which will increase shader compile time and memory usage. |
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DiffuseColor_DEPRECATED |
Reflection. |
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SpecularColor_DEPRECATED |