UMaterialExpressionFunctionInput

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Inheritance Hierarchy

UObjectBase

UObjectBaseUtility

UObject

UMaterialExpression

UMaterialExpressionFunctionInput

References

Module

Engine

Header

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

Include

#include "Materials/MaterialExpressionFunctionInput.h"

Syntax

class UMaterialExpressionFunctionInput : public UMaterialExpression

Variables

Name Description

Public variable

uint32 : 1

 

bCompilingFunctionPreview

True when this expression is being compiled in a function preview, false when this expression is being compiled into a material that uses the function.

Public variable

uint32 : 1

 

bUsePreviewValueAsDefault

Whether to use the preview value or texture as the default value for this input.

Public variable

FString

 

Description

The input's description, which will be used as a tooltip on the connector in function call expressions that use this function.

Public variable

FExpressionInpu ...

 

EffectivePreviewDuringCompile

The Preview input to use during compilation from another material, when bCompilingFunctionPreview is false.

Public variable

FGuid

 

Id

Id of this input, used to maintain references through name changes.

Public variable

FName

 

InputName

The input's name, which will be drawn on the connector in function call expressions that use this function.

Public variable

TEnumAsByte < en...

 

InputType

Type of this input.

Public variable

FExpressionInpu ...

 

Preview

Used for previewing when editing the function, or when bUsePreviewValueAsDefault is enabled.

Public variable

FVector4

 

PreviewValue

Value used to preview this input when editing the material function.

Public variable

int32

 

SortPriority

Controls where the input is displayed relative to the other inputs.

Constructors

Name Description

Public function

UMaterialExpressionFunctionInput

(
    const FObjectInitializer & ObjectIn...
)

Functions

Name Description

Public function

void

 

ConditionallyGenerateId

(
    bool bForce
)

Generate the Id for this input.

Public function

UMaterialExp ...

 

GetEffectivePreviewExpression()

Returns the appropriate preview expression when compiling a function or material preview.

Public function

void

 

ValidateName()

Validate InputName. Must be called after InputName is changed to prevent duplicate inputs.

Overridden from UMaterialExpression

Name Description

Public function Virtual

int32

 

Compile

(
    FMaterialCompiler * Compiler,
    int32 OutputIndex
)

Create the new shader code chunk needed for the Abs expression

Public function Virtual

int32

 

CompilePreview

(
    FMaterialCompiler * Compiler,
    int32 OutputIndex
)

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

void

 

GetExpressionToolTip

(
    TArray < FString >& OutToolTip
)

Get a tooltip for the expression itself.

Public function Virtual

uint32

 

GetInputType

(
    int32 InputIndex
)

Public function Virtual

uint32

 

GetOutputType

(
    int32 OutputIndex
)

Public function Virtual

bool

 

IsResultMaterialAttributes

(
    int32 OutputIndex
)

Marks certain expression types as outputting material attributes.

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

 

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

Public function Virtual

void

 

PostLoad()

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

Public function Virtual

void

 

PreEditChange

(
    FProperty * PropertyAboutToChan...
)

This is called when a property is about to be modified externally

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