UPropertyValueMaterial

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MacOS
Linux

Inheritance Hierarchy

References

Module

VariantManagerContent

Header

/Engine/Plugins/Enterprise/VariantManagerContent/Source/VariantManagerContent/Public/PropertyValueMaterial.h

Include

#include "PropertyValueMaterial.h"

Syntax

[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType)
class UPropertyValueMaterial : public UPropertyValue

Constructors

Name Description

Public function

UPropertyValueMaterial

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function

UMaterialInt...

 

GetMaterial()

Public function

void

 

SetMaterial

(
    UMaterialInterface* Mat
)

Overridden from UPropertyValue

Name Description

Public function Virtual

void

 

ApplyDataToResolvedObject()

Applies our recorded data to the PropertyValuePtr for the resolved object.

Public function Virtual Const

bool

 

ContainsProperty

(
    const FProperty* Prop
)

Public function Virtual Const

TArray< uint...

 

GetDataFromResolvedObject()

Fetches the value bytes for this property from the resolved object.

Public function Virtual

const TArray...

 

GetDefaultValue()

Public function Virtual Const

UClass *

 

GetObjectPropertyObjectClass()

Public function Virtual Const

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

Public function Virtual Const

UStruct *...

 

GetPropertyParentContainerClass()

Public function Virtual Const

int32

 

GetValueSizeInBytes()

Public function Virtual

bool

 

Resolve

(
    UObject* OnObject
)

Our leaf property will always be OverrideMaterials/OverrideMaterials[0] just for the type/size/class information.

Constants

Name

Description

OverrideMaterialsProperty

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