UMaterialExpressionNamedRerouteDeclaration

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Inheritance Hierarchy

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Classes/Materials/MaterialExpressionNamedReroute.h

Include

#include "Materials/MaterialExpressionNamedReroute.h"

Syntax

class UMaterialExpressionNamedRerouteDeclaration : public UMaterialExpressionNamedRerouteBase

Variables

Name Description

Public variable

FExpressionInpu...

 

Input

The input pin.

Public variable

FName

 

Name

Public variable

FLinearColor

 

NodeColor

The color of the graph node.

Public variable

FGuid

 

VariableGuid

The variable GUID, to support copy across graphs.

Constructors

Name Description

Public function

UMaterialExpressionNamedRerouteDeclaration

(
    const FObjectInitializer& ObjectIn...
)

Overridden from UMaterialExpressionRerouteBase

Name Description

Protected function Virtual Const

bool

 

GetRerouteInput

(
    FExpressionInput& OutInput
)

Get the reroute node input pin. We could use GetInput, but we'd loose const correctness

Overridden from UMaterialExpression

Name Description

Public function Virtual Const

bool

 

CanRenameNode()

Can this node be renamed?

Public function Virtual

int32

 

Compile

(
    FMaterialCompiler* Compiler,
    int32 OutputIndex
)

Create the new shader code chunk needed for the Abs expression

Public function Virtual Const

void

 

GetCaption

(
    TArray< FString >& OutCaptions
)

Returns the text to display on the material expression (in the material editor).

Public function Virtual Const

FText

 

GetCreationDescription()

Public function Virtual Const

FText

 

GetCreationName()

Public function Virtual Const

FString

 

GetEditableName()

Returns the current 'name' of the node (typically a parameter name).

Public function Virtual

bool

 

MatchesSearchQuery

(
    const TCHAR* SearchQuery
)

MatchesSearchQuery: Check this expression to see if it matches the search query

Public function Virtual

void

 

PostCopyNode

(
    const TArray< UMaterialExpression&...
)

Called after a node copy, once the Material and Function properties are set correctly and that all new expressions are added to Material->Expressions

Public function Virtual

void

 

SetEditableName

(
    const FString& NewName
)

Sets the current 'name' of the node (typically a parameter name) Only valid to call on a node that previously returned CanRenameNode() = true.

Overridden from UObject

Name Description

Public function Virtual

void

 

PostDuplicate

(
    bool bDuplicateForPIE
)

Called after duplication & serialization and before PostLoad.

Public function Virtual

void

 

PostEditChangeProperty

(
    FPropertyChangedEvent& PropertyCha...
)

Called when a property on this object has been modified externally

Public function Virtual

void

 

PostInitProperties()

Called after the C++ constructor and after the properties have been initialized, including those loaded from config.

Public function Virtual

void

 

PostLoad()

Do any object-specific cleanup required immediately after loading an object.

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