Module |
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Header |
/Engine/Source/Runtime/Engine/Classes/Materials/MaterialExpression.h |
Include |
#include "Materials/MaterialExpression.h" |
class UMaterialExpression : public UObject
Name | Description | ||
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uint32: 1 |
bCollapsed |
If true, show a collapsed version of the node |
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uint32: 1 |
bCommentBubbleVisible |
If true, the comment bubble will be visible in the graph editor |
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uint32: 1 |
bHidePreviewWindow |
If true, do not render the preview window for the expression |
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uint8: 1 |
bIsParameterExpression |
Indicates that this is a 'parameter' type of expression and should always be loaded (ie not cooked away) because we might want the default parameter. |
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uint32: 1 |
bNeedToUpdatePreview |
If true, we should update the preview next render. This is set when changing bRealtimePreview. |
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uint32: 1 |
bRealtimePreview |
Set to true by RecursiveUpdateRealtimePreview() if the expression's preview needs to be updated in realtime in the material editor. |
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uint32: 1 |
bShaderInputData |
Whether the node represents an input to the shader or not. Used to color the node's background. |
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uint32: 1 |
bShowInputs |
Whether to draw the expression's inputs. |
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uint32: 1 |
bShowMaskColorsOnPin |
If true, changes the pin color to match the output mask |
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uint32: 1 |
bShowOutputNameOnPin |
If true, use the output name as the label for the pin |
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uint32: 1 |
bShowOutputs |
Whether to draw the expression's outputs. |
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Desc |
A description that level designers can add (shows in the material editor UI). |
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TObjectPtr< cla... |
Function |
The material function that this expression is being used with, if any. |
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TObjectPtr< UEd... |
GraphNode |
Expression's Graph representation |
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LastErrorText |
Text of last error for this expression |
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TObjectPtr< cla... |
Material |
The material that this expression is currently being compiled in. |
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int32 |
MaterialExpressionEditorX |
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int32 |
MaterialExpressionEditorY |
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MaterialExpressionGuid |
GUID to uniquely identify this node, to help the tutorials out |
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MenuCategories |
Localized categories to sort this expression into... |
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int32 |
NumExecutionInputs |
Number of expressions connected to this expression's execution input |
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Outputs |
The expression's outputs, which are set in default properties by derived classes. |
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TObjectPtr< UMa... |
SubgraphExpression |
If exists, expresssion containing this expression within its subgraph. |
Name | Description | |
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UMaterialExpression ( |
Name | Description | ||
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bool |
CanIgnoreOutputIndex() |
If true, discards the output index when caching this expression which allows more cases to re-use the output instead of adding a separate instruction |
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bool |
CanReferenceTexture() |
Returns true if GetReferencedTexture() can ever return a valid pointer. |
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bool |
CanRenameNode() |
Can this node be renamed? |
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bool |
CanUserDeleteExpression() |
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int32 |
Compile ( |
Create the new shader code chunk needed for the Abs expression |
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int32 |
CompilePreview ( |
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int32 |
CompilerError ( |
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void |
ConnectExpression ( |
Connects the specified input expression to the specified output of this expression. |
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void |
ConnectToPreviewMaterial ( |
Connects the specified output to the passed material for previewing. |
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bool |
ContainsInputLoop ( |
Checks whether any inputs to this expression create a loop |
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bool |
ContainsInputLoopInternal ( |
Checks whether any inputs to this expression create a loop by recursively calling itself and keeping a list of inputs as expression keys. |
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void |
CopyMaterialExpressions ( |
Copy the SrcExpressions into the specified material, preserving internal references. |
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void |
GatherStrataMaterialInfo ( |
Recursively parse nodes outputing strata material in order to gather all the possible shading models used in a material graph output a Strata material. |
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bool |
GenerateHLSLExpression ( |
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bool |
GenerateHLSLStatements ( |
A given UMaterial implementation should implement at least one of these methods in order to generate HLSL code It's valid to implement more than one, if the expression can be used in multiple ways. |
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bool |
GetAllInputExpressions ( |
Recursively gets a list of all expressions that are connected to this Checks for repeats so that it can't end up in an infinite loop |
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UObject *... |
GetAssetOwner() |
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GetAssetPathName() |
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void |
GetCaption |
Returns the text to display on the material expression (in the material editor). |
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void |
GetConnectorToolTip |
Get a tooltip for the specified connector. |
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GetCreationDescription() |
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GetCreationName() |
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GetDescription() |
Get a single line description of the material expression (used for lists) |
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GetEditableName() |
Returns the current 'name' of the node (typically a parameter name). |
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void |
GetExecOutputs ( |
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void |
GetExpressionToolTip |
Get a tooltip for the expression itself. |
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int32 |
GetHeight() |
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FExpressionI... |
GetInput ( |
Get the expression inputs supported by this expression (Note: property inputs NOT included). |
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GetInputName ( |
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GetInputPinDefaultValue ( |
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GetInputPinProperty ( |
Find the property that is associated with the input pin. |
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GetInputPinSubCategory ( |
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UObject *... |
GetInputPinSubCategoryObject ( |
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const TArray... |
GetInputs() |
Get the expression inputs supported by this expression (Note: property inputs NOT included). |
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uint32 |
GetInputType ( |
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GetKeywords() |
Returns the keywords that should be used when searching for this expression |
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int |
GetLabelPadding() |
Returns the amount of padding to use for the label. |
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void |
GetLandscapeLayerNames |
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FGuid & |
GetMaterialExpressionId() |
Return the material expression guid. |
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GetOutputs() |
Get the outputs supported by this expression. |
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uint32 |
GetOutputType ( |
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FGuid & |
GetParameterExpressionId() |
Callback to access derived classes' parameter expression id. |
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GetParameterName() |
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EMaterialPar... |
GetParameterType() |
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bool |
GetParameterValue ( |
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GetPreviewOverlayText() |
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GetPropertyInputs() |
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UObject *... |
GetReferencedTexture() |
Callback to get any texture reference this expression emits. |
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void |
GetTexturesForceMaterialRecompile |
Fill the array with all textures dependence that should trig a recompile of the material. |
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int32 |
GetWidth() |
Get the width required by this expression (in the material editor). |
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bool |
HasAParameterName() |
Parameter Name functions, this is requires as multiple class have ParameterName but are not UMaterialExpressionParameter due to class hierarchy. |
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bool |
HasClassAndNameCollision ( |
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bool |
HasConnectedOutputs() |
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bool |
HasExecInput() |
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void |
InitializeNumExecutionInputs ( |
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bool |
IsExpressionConnected ( |
Check if input exppresion is directly connected to the material. |
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bool |
IsInputConnectionRequired ( |
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bool |
IsResultMaterialAttributes ( |
Marks certain expression types as outputting material attributes. |
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bool |
IsResultStrataMaterial ( |
Marks certain expression types as outputting Strata material. |
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bool |
IsUsingNewHLSLGenerator() |
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bool |
MatchesSearchQuery ( |
MatchesSearchQuery: Check this expression to see if it matches the search query |
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bool |
NeedsRealtimePreview() |
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void |
PinDefaultValueChanged ( |
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void |
PostCopyNode ( |
Called after a node copy, once the Material and Function properties are set correctly and that all new expressions are added to Material->Expressions |
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void |
SetEditableName ( |
Sets the current 'name' of the node (typically a parameter name) Only valid to call on a node that previously returned CanRenameNode() = true. |
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void |
SetParameterName ( |
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bool |
SetParameterValue ( |
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FStrataOpera... |
StrataGenerateMaterialTopologyTree ( |
A starta material is a tree with FrontMateiral being its root and BSDF being leaves, with operators in the middle. |
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void |
UpdateMaterialExpressionGuid ( |
Generates a GUID for this expression if one doesn't already exist. |
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void |
UpdateParameterGuid ( |
Generates a GUID for the parameter expression if one doesn't already exist and we are one. |
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bool |
UsesLeftGutter() |
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bool |
UsesRightGutter() |
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void |
ValidateParameterName ( |
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void |
ValidateState() |
Asserts if the expression is not contained by its Material or Function's expressions array. |
Name | Description | ||
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bool |
CanEditChange ( |
Called by the editor to query whether a property of this object is allowed to be modified. |
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bool |
Modify ( |
Note that the object will be modified. |
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void |
PostDuplicate ( |
Called after duplication & serialization and before PostLoad. |
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void |
PostEditChangeProperty ( |
Called when a property on this object has been modified externally |
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void |
PostEditImport() |
Called after importing property values for this object (paste, duplicate or .t3d import) Allow the object to perform any cleanup for properties which shouldn't be duplicated or are unsupported by the script serialization |
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void |
PostInitProperties() |
Called after the C++ constructor and after the properties have been initialized, including those loaded from config. |
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void |
PostLoad() |
Do any object-specific cleanup required immediately after loading an object. |
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void |
Serialize ( |
Handles reading, writing, and reference collecting using FArchive. |
Name |
Description |
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CompileExecutionOutputIndex |