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UMaterial

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Inheritance Hierarchy

Syntax

class UMaterial : public UMaterialInterface

Remarks

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.

Variables

Name Description

Public variable

uint32 : 1

 

AllowTranslucentCustomDepthWrites

Allows a translucenct material to be used with custom depth writing by compiling additional shaders.

Public variable

FScalarMaterial ...

 

AmbientOcclusion

Output ambient occlusion to the GBuffer

Public variable

uint32 : 1

 

bAllowDevelopmentShaderCompile

If true the compilation environment will be changed to remove the global COMPILE_SHADERS_FOR_DEVELOPMENT flag.

Public variable

uint32 : 1

 

bAllowNegativeEmissiveColor

Whether the material should allow outputting negative emissive color values.

Public variable

FColorMaterialI ...

 

BaseColor

Public variable

uint32 : 1

 

bAutomaticallySetUsageInEditor

Whether to automatically set usage flags based on what the material is applied to in the editor.

Public variable

uint32 : 1

 

bBlockGI

If enabled, the material's opacity defines how much GI is blocked when using the LightPropagationVolume feature

Public variable

uint32 : 1

 

bCanMaskedBeAssumedOpaque

True if this Material can be assumed Opaque when set to masked.

Public variable

uint32 : 1

 

bCastDynamicShadowAsMasked

If true, translucent materials will cast dynamic shadows according to their opacity.

Public variable

uint32 : 1

 

bComputeFogPerPixel

When true, translucent materials have fog computed for every pixel, which costs more but fixes artifacts due to low tessellation.

Public variable

uint32 : 1

 

bDisableDepthTest

Whether to draw on top of opaque pixels even if behind them.

Public variable

uint32 : 1

 

bEnableAdaptiveTessellation

Enables adaptive tessellation, which tries to maintain a uniform number of pixels per triangle.

Public variable

uint32 : 1

 

bEnableCrackFreeDisplacement

Prevents cracks in the surface of the mesh when using tessellation.

Public variable

uint32 : 1

 

bEnableMobileSeparateTranslucency

Indicates that the translucent material should not be affected by bloom or DOF.

Public variable

uint32 : 1

 

bEnableResponsiveAA

Indicates that the material should be rendered using responsive anti-aliasing.

Public variable

uint32 : 1

 

bEnableSeparateTranslucency

Indicates that the material should be rendered in the SeparateTranslucency Pass (not affected by DOF, requires bAllowSeparateTranslucency to be set in .ini).

Public variable

uint32 : 1

 

bFullyRough

Forces the material to be completely rough. Saves a number of instructions and one sampler.

Public variable

uint32 : 1

 

bGenerateSphericalParticleNormals

Whether to generate spherical normals for particles that use this material.

Public variable

uint32 : 1

 

bIsMaterialEditorStatsMaterial

True if this is a special material used for stats by the material editor.

Public variable

uint32 : 1

 

bIsPreviewMaterial

True if Material is the preview material used in the material editor.

Public variable

TEnumAsByte < en...

 

BlendableLocation

Where the node is inserted in the (post processing) graph, only used if domain is PostProcess

Public variable

bool

 

BlendableOutputAlpha

If this is enabled, the blendable will output alpha

Public variable

int32

 

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

Public variable

TEnumAsByte < en...

 

BlendMode

Determines how the material's color is blended with background colors.

Public variable

uint32 : 1

 

bNormalCurvatureToRoughness

Reduce roughness based on screen space normal changes.

Public variable

uint32 : 1

 

bOutputVelocityOnBasePass

Skips outputting velocity during the base pass.

Public variable

uint32 : 1

 

bScreenSpaceReflections

SSR on translucency

Public variable

uint32 : 1

 

bTangentSpaceNormal

Whether the material takes a tangent space normal or a world space normal as input.

Public variable

uint32 : 1

 

bUsedAsSpecialEngineMaterial

This is a special usage flag that allows a material to be assignable to any primitive type.

Public variable

uint32 : 1

 

bUsedWithBeamTrails

Indicates that the material and its instances can be use 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.

Public variable

uint32 : 1

 

bUsedWithClothing

Indicates that the material and its instances can be use with clothing This will result in the shaders required to support clothing being compiled which will increase shader compile time and memory usage.

Public variable

uint32 : 1

 

bUsedWithEditorCompositing

Indicates that the material and its instances can be use 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.

Public variable

uint32 : 1

 

bUsedWithInstancedStaticMeshes

Indicates that the material and its instances can be use 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.

Public variable

uint32 : 1

 

bUsedWithMeshParticles

Indicates that the material and its instances can be use 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.

Public variable

uint32 : 1

 

bUsedWithMorphTargets

Indicates that the material and its instances can be use 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.

Public variable

uint32 : 1

 

bUsedWithNiagaraMeshParticles

Public variable

uint32 : 1

 

bUsedWithNiagaraRibbons

Public variable

uint32 : 1

 

bUsedWithNiagaraSprites

Indicates that the material and its instances can be use 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.

Public variable

uint32 : 1

 

bUsedWithParticleSprites

Indicates that the material and its instances can be use 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.

Public variable

uint32 : 1

 

bUsedWithSkeletalMesh

Indicates that the material and its instances can be use with skeletal meshes.

Public variable

uint32 : 1

 

bUsedWithSplineMeshes

Indicates that the material and its instances can be use 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.

Public variable

uint32 : 1

 

bUsedWithStaticLighting

Indicates that the material and its instances can be use 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.

Public variable

uint32 : 1

 

bUseEmissiveForDynamicAreaLighting

If enabled, the material's emissive colour is injected into the LightPropagationVolume

Public variable

uint32 : 1

 

bUseFullPrecision

Forces this material to use full (highp) precision in the pixel shader.

Public variable

uint32 : 1

 

bUseHQForwardReflections

Forward renderer: enables multiple parallax-corrected reflection captures that blend together.

Public variable

uint32 : 1

 

bUseLightmapDirectionality

Use lightmap directionality and per pixel normals.

Public variable

uint32 : 1

 

bUseMaterialAttributes

When true, the material attributes pin is used instead of the regular pins.

Public variable

uint32 : 1

 

bUsePlanarForwardReflections

Enables planar reflection when using the forward renderer or mobile.

Public variable

uint32 : 1

 

bUsesDistortion

Indicates that the material and its instances can be use with distortion This will result in the shaders required to support distortion being compiled which will increase shader compile time and memory usage.

Public variable

uint32 : 1

 

bUseTranslucencyVertexFog

When true, translucent materials are fogged. Defaults to true.

Public variable

FScalarMaterial ...

 

ClearCoat

Public variable

FScalarMaterial ...

 

ClearCoatRoughness

Public variable

FVector2Materia ...

 

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.

Public variable

TEnumAsByte < en...

 

D3D11TessellationMode

The type of tessellation to apply to this object.

Public variable

TEnumAsByte < en...

 

DecalBlendMode

Defines how the GBuffer chanels are getting manipulated by a decal material pass.

Public variable

FDefaultMateria...

 

DefaultMaterialInstances

FMaterialRenderProxy derivatives that represent this material to the renderer, when the renderer needs to fetch parameter values.

Public variable

uint32 : 1

 

DitheredLODTransition

Whether meshes rendered with the material should support dithered LOD transitions.

Public variable

uint32 : 1

 

DitherOpacityMask

Dither opacity mask.

Public variable

TArray < class U ...

 

EditorComments

Array of comments associated with this material; viewed in the material editor.

Public variable

TMap < FName , TA ...

 

EditorParameters

Used to detect duplicate parameters. Does not contain parameters in referenced functions!

Public variable

int32

 

EditorPitch

Public variable

int32

 

EditorX

Public variable

int32

 

EditorY

Public variable

int32

 

EditorYaw

Public variable

FColorMaterialI ...

 

EmissiveColor

Emission.

Public variable

TArray < class U ...

 

Expressions

Array of material expressions, excluding Comments. Used by the material editor.

Public variable

FMaterialAttrib ...

 

MaterialAttributes

Public variable

TEnumAsByte < en...

 

MaterialDecalResponse

Defines how the material reacts on DBuffer decals (Affects look, performance and texture/sample usage).

Public variable

TEnumAsByte < en...

 

MaterialDomain

The domain that the material's attributes will be evaluated in.

Public variable

TArray < struct ...

 

MaterialFunctionInfos

WITH_EDITORONLY_DATA.

Public variable

UMaterialGraph ...

 

MaterialGraph

EdGraph based representation of the Material

Public variable

TArray < struct ...

 

MaterialParameterCollectionInfos

Array of all parameter collections this material depends on.

Public variable

float

 

MaxDisplacement

Public variable

FScalarMaterial ...

 

Metallic

Public variable

FVectorMaterial ...

 

Normal

Public variable

int32

 

NumCustomizedUVs

Number of customized UV inputs to display.

Public variable

FScalarMaterial ...

 

Opacity

Transmission.

Public variable

FScalarMaterial ...

 

OpacityMask

Public variable

float

 

OpacityMaskClipValue

If BlendMode is BLEND_Masked, the surface is not rendered where OpacityMask < OpacityMaskClipValue.

Public variable

TArray < FParame ...

 

ParameterGroupData

Controls where this parameter group is displayed in a material instance parameter list.

Public variable

UPhysicalMateri ...

 

PhysMaterial

Physics.

Public variable

FScalarMaterial ...

 

PixelDepthOffset

Public variable

FScalarMaterial ...

 

Refraction

Output refraction index for translucent rendering Air:1.0 Water:1.333 Ice:1.3 Glass:~1.6 Diamond:2.42

Public variable

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.

Public variable

TEnumAsByte < en...

 

RefractionMode

Controls how the Refraction input is interpreted and how the refraction offset into scene color is computed for this material.

Public variable

FScalarMaterial ...

 

Roughness

Public variable

FScalarMaterial ...

 

Specular

Public variable

FGuid

 

StateId

Guid that uniquely identifies this material.

Public variable

FColorMaterialI ...

 

SubsurfaceColor

Inner material color, only used for ShadingModel=Subsurface

Public variable

FScalarMaterial ...

 

TessellationMultiplier

Multiplies the tessellation factors applied when a tessellation mode is set.

Public variable

float

 

TranslucencyDirectionalLightingIntensity

Useful for artificially increasing the influence of the normal on the lighting result for translucency.

Public variable

TEnumAsByte < en...

 

TranslucencyLightingMode

Sets the lighting mode that will be used on this material if it is translucent.

Public variable

float

 

TranslucentBackscatteringExponent

Controls how diffuse the material's backscattering is when using the MSM_Subsurface shading model.

Public variable

FLinearColor

 

TranslucentMultipleScatteringExtinction

Colored extinction factor used to approximate multiple scattering in dense volumes.

Public variable

float

 

TranslucentSelfShadowDensityScale

Scale used to make translucent self-shadowing more or less opaque than the material's shadow on other objects.

Public variable

float

 

TranslucentSelfShadowSecondDensityScale

Used to make a second self shadow gradient, to add interesting shading in the shadow of the first.

Public variable

float

 

TranslucentSelfShadowSecondOpacity

Controls the strength of the second self shadow gradient.

Public variable

float

 

TranslucentShadowDensityScale

Scale used to make translucent shadows more or less opaque than the material's actual opacity.

Public variable

float

 

TranslucentShadowStartOffset

Local space distance to bias the translucent shadow.

Public variable

uint32 : 1

 

TwoSided

Indicates that the material should be rendered without backface culling and the normal should be flipped for backfaces.

Public variable

uint32

 

UsageFlagWarnings

True if we have printed a warning about material usage for a given usage flag.

Public variable

uint32 : 1

 

Wireframe

Enables a wireframe view of the mesh the material is applied to.

Public variable

FVectorMaterial ...

 

WorldDisplacement

Offset in world space applied to tessellated vertices.

Public variable

FVectorMaterial ...

 

WorldPositionOffset

Adds to world position in the vertex shader.

Constructors

Name Description

Public function

UMaterial

(
    const FObjectInitializer & ObjectIn...
)

Functions

Name Description

Public function Virtual

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) b...

 

AddExpressionParameter

(
    UMaterialExpression * Expressio...,
    TMap < FName , TArray < UMaterialExpre ...
)

WITH_EDITOR.

Public function Static

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

AddReferencedObjects

(
    UObject * InThis,
    FReferenceCollector & Collector
)

Public function Static

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

AllMaterialsCacheResourceShadersForRendering()

For all materials, UMaterial::CacheResourceShadersForRendering.

Public function Virtual

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API)FM ...

 

AllocateResource()

Public function

void

 

AppendReferencedFunctionIdsTo

(
    TArray < FGuid >& OutIds
)

WITH_EDITOR.

Public function

void

 

AppendReferencedParameterCollectionIdsTo

(
    TArray < FGuid >& OutIds
)

Returns an array of the guids of parameter collections used in this material.

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

AppendReferencedTextures

(
    TArray < UTexture * >& InOutTex...
)

WITH_EDITOR.

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) b...

 

AttemptInsertNewGroupName

(
    const FString & InNewName
)

Attempts to add a new group name to the Group Data struct. True if new name was added.

Public function Static

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

BackupMaterialShadersToMemory

(
    TMap < class FMaterialShaderMap *...
)

Backs up all material shaders to memory through serialization, organized by FMaterialShaderMap .

Public function Virtual

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

BuildEditorParameterList()

Iterate through all of the expression nodes in the material and finds any parameters to put in EditorParameters.

Public function

void

 

CacheExpressionTextureReferences()

Cache the expression texture references for this UMaterial if the cache is not filled then it will rebuild the texture references see also RebuildExpressionTextureReferences

Public function Virtual

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

CancelOutstandingCompilation()

Cancels any currently outstanding compilation jobs for this material.

Public function Static

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

CompileMaterialsForRemoteRecompile

(
    const TArray < UMaterialInterface &#...,
    EShaderPlatform ShaderPlatform,
    TMap < FString , TArray < TRefCountPtr ...
)

Builds a map from UMaterialInterface name to the shader maps that are needed for rendering on the given platform.

Public function Static

bool

 

CopyExpressionParameters

(
    UMaterialExpression * Source,
    UMaterialExpression * Destinati...
)

Copy the values of an expression parameter to another expression parameter of the same class.

Public function

ExpressionTy...

 

FindExpressionByGUID

(
    const FGuid & InGUID
)

Attempt to find a expression by its GUID.

Public function Static

void

 

FixCommentPositions

(
    const TArray < UMaterialExpressionCo ...
)

Shifts the positions of comments so that they are aligned correctly with other expressions

Public function Static

void

 

FlipExpressionPositions

(
    const TArray < UMaterialExpression &...,
    const TArray < UMaterialExpressionCo ...,
    bool bScaleCoords,
    UMaterial * Material
)

Flip the X coordinates of a material's expressions and space them out more

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

GetAllCustomOutputExpressions

(
    TArray < class UMaterialExpressionCu ...
)

Returns any UMaterialExpressionCustomOutput expressions

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

GetAllExpressionsForCustomInterpolators

(
    TArray < class UMaterialExpression &...
)

Public function

void

 

GetAllExpressionsInMaterialAndFunctionsOfType

(
    TArray < ExpressionType* >& Ou...
)

Get all expressions of the requested type, recursing through any function expressions in the material

Public function

void

 

GetAllExpressionsOfType

(
    TArray < const ExpressionType* ...
)

Get all expressions of the requested type

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

GetAllFontParameterNames

(
    TArray < FName >& OutParameterNames,
    TArray < FGuid >& OutParameterIds
)

Public function

void

 

GetAllParameterNames

(
    TArray < FName >& OutParameterNames,
    TArray < FGuid >& OutParameterIds
)

Returns a array of parameter names used in this material for the specified expression type.

Public function Virtual

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) b...

 

GetAllReferencedExpressions

(
    TArray < UMaterialExpression * >...,
    FStaticParameterSet * InStaticP...
)

Get all referenced expressions (returns the chains for all properties).

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

GetAllScalarParameterNames

(
    TArray < FName >& OutParameterNames,
    TArray < FGuid >& OutParameterIds
)

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

GetAllStaticComponentMaskParameterNames

(
    TArray < FName >& OutParameterNames,
    TArray < FGuid >& OutParameterIds
)

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

GetAllStaticSwitchParameterNames

(
    TArray < FName >& OutParameterNames,
    TArray < FGuid >& OutParameterIds
)

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

GetAllTextureParameterNames

(
    TArray < FName >& OutParameterNames,
    TArray < FGuid >& OutParameterIds
)

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

GetAllVectorParameterNames

(
    TArray < FName >& OutParameterNames,
    TArray < FGuid >& OutParameterIds
)

Public function Static

EBlendMode

 

GetBlendModeFromString

(
    const TCHAR * InBlendModeStr
)

Public function Static

const TCHAR ...

 

GetBlendModeString

(
    EBlendMode InBlendMode
)

Public function

uint32

 

GetDecalBlendMode()

Returns the material's decal blend mode, calculated from the DecalBlendMode property and what inputs are connected.

Public function Static

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API)UM ...

 

GetDefaultMaterial

(
    EMaterialDomain Domain
)

WITH_EDITOR.

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API)FE ...

 

GetExpressionInputForProperty

(
    EMaterialProperty InProperty
)

Get the expression input for the given property

Public function Static

bool

 

GetExpressionParameterName

(
    const UMaterialExpression * Exp...,
    FName & OutName
)

Get the name of a parameter.

true if the expression is a parameter with a name.

Public function Virtual

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) b...

 

GetExpressionsInPropertyChain

(
    EMaterialProperty InProperty,
    TArray < UMaterialExpression * >...,
    FStaticParameterSet * InStaticP...
)

Get the expression chain for the given property (ie fill in the given array with all expressions in the chain).

Public function

uint32

 

GetMaterialDecalResponse()

Returns the material's decal response mode

Public function Static

EMaterialSha ...

 

GetMaterialShadingModelFromString

(
    const TCHAR * InMaterialShading...
)

Public function Static

const TCHAR ...

 

GetMaterialShadingModelString

(
    EMaterialShadingModel InMaterialSha...
)

Helper functions for text output of properties.

Public function

void

 

GetQualityLevelNodeUsage

(
    TArray < bool, TInlineAllocator < EMa ...
)

Determines whether each quality level has different nodes by inspecting the material's expressions.

Public function

void

 

GetQualityLevelUsage

(
    TArray < bool, TInlineAllocator < EMa ...,
    EShaderPlatform ShaderPlatform
)

Determines whether each quality level has different nodes by inspecting the material's expressions.

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) b...

 

GetScalarParameterSliderMinMax

(
    FName ParameterName,
    float& OutMinSlider,
    float& OutMaxSlider
)

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) b...

 

GetUsageByFlag

(
    const EMaterialUsage Usage
)

The value associated with the given usage flag.

Public function

FString

 

GetUsageName

(
    const EMaterialUsage Usage
)

The name of the given usage flag.

Public function

bool

 

HasAnyExpressionsInMaterialAndFunctionsOfType()

Checks if the material contains an expression of the requested type, recursing through any function expressions in the material

Public function Virtual

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) b...

 

HasDuplicateDynamicParameters

(
    const UMaterialExpression * Exp...
)

Return whether the provided expression dynamic parameter has duplicates.

Public function Virtual

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) b...

 

HasDuplicateParameters

(
    const UMaterialExpression * Exp...
)

Return whether the provided expression parameter has duplicates.

Public function

bool

 

HasFlippedCoordinates()

Checks whether a Material is arranged in the old style, with inputs flowing from right to left

Public function

bool

 

HasNormalConnected()

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) b...

 

IsCompilingOrHadCompileError

(
    ERHIFeatureLevel::Type InFeatureLev...
)

Useful to customize rendering if that case (e.g. hide the object)

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) b...

 

IsDefaultMaterial()

Returns true if the material is one of the default materials.

Public function Static

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) b...

 

IsDynamicParameter

(
    const UMaterialExpression * Exp...
)

Return whether the provided expression node is a dynamic parameter.

Public function Static

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) b...

 

IsParameter

(
    const UMaterialExpression * Exp...
)

Return whether the provided expression node is a parameter.

Public function Virtual

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) b...

 

IsPostProcessMaterial()

Public function

bool

 

IsTextureForceRecompileCacheRessource

(
    UTexture * Texture
)

Public function Virtual

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) b...

 

IsUIMaterial()

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) b...

 

IsUsageFlagDirty

(
    EMaterialUsage Usage
)

Checks to see if the Usage flag has an annotation marking it as needing to be saved

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) b...

 

NeedsSetMaterialUsage_Concurrent

(
    bool& bOutHasUsage,
    const EMaterialUsage Usage
)

Tests to see if this material needs a usage flag update

Public function Static

void

 

NotifyCompilationFinished

(
    UMaterialInterface * Material
)

WITH_EDITOR.

Public function Static

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API)FM ...

 

OnMaterialCompilationFinished()

Public function Virtual

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

PropagateExpressionParameterChanges

(
    UMaterialExpression * Parameter
)

A parameter with duplicates has to update its peers so that they all have the same value.

Public function

void

 

RebuildExpressionTextureReferences()

Rebuild ExpressionTextureReferences with all textures referenced by expressions in this material.

Protected function Virtual

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) b...

 

RecursiveGetExpressionChain

(
    UMaterialExpression * InExpress...,
    TArray < FExpressionInput * >& ...,
    TArray < UMaterialExpression * >...,
    FStaticParameterSet * InStaticP...
)

Recursively retrieve the expressions contained in the chain of the given expression.

Protected function

void

 

RecursiveUpdateRealtimePreview

(
    UMaterialExpression * InExpress...,
    TArray < UMaterialExpression * >...
)

Recursively update the bRealtimePreview for each expression based on whether it is connected to something that is time-varying.

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

ReleaseResources()

Releases rendering resources used by this material.

Public function Virtual

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) b...

 

RemoveExpressionParameter

(
    UMaterialExpression * Expressio...
)

Removes an expression node that represents a parameter from the list of material parameters.

Public function Static

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

RestoreMaterialShadersFromMemory

(
    const TMap < class FMaterialShaderMa ...
)

Recreates FShaders for FMaterialShaderMap 's from the serialized data.

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) b...

 

SetMaterialUsage

(
    bool& bNeedsRecompile,
    const EMaterialUsage Usage
)

Set the given usage flag.

Public function

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

SetShadingModel

(
    EMaterialShadingModel NewModel
)

Public function Virtual

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

UpdateExpressionDynamicParameters

(
    const UMaterialExpression * Exp...
)

Iterate through all of the expression nodes and fix up changed properties on matching dynamic parameters when a change occurs.

Public function Virtual

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

UpdateExpressionParameterName

(
    UMaterialExpression * Expressio...
)

Remove the expression from the editor parameters list (if it exists) and then re-adds it.

Public function

void

 

UpdateMaterialShaderCacheAndTextureReferences()

Recompute the ddc cache key and reload the material in case the key is not the same.

Public function Static

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

UpdateMaterialShaders

(
    TArray < FShaderType * >& Shade...,
    TArray < const FShaderPipelineType &...,
    TArray < const FVertexFactoryType &#...,
    EShaderPlatform ShaderPlatform
)

Go through every material, flush the specified types and re-initialize the material's shader maps.

Overridden from UMaterialInterface

Name Description

Public function Virtual

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) b...

 

CheckMaterialUsage

(
    const EMaterialUsage Usage
)

Checks if the material can be used with the given usage flag.

Public function Virtual

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) b...

 

CheckMaterialUsage_Concurrent

(
    const EMaterialUsage Usage
)

Same as above but is valid to call from any thread.

Public function Virtual

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API)in ...

 

CompilePropertyEx

(
    FMaterialCompiler * Compiler,
    const FGuid & AttributeID
)

Allows material properties to be compiled with the option of being overridden by the material attributes input.

Public function Virtual

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

ForceRecompileForRendering()

WITH_EDITOR.

Public function Virtual

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API)EB ...

 

GetBlendMode()

Public function Virtual

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) b...

 

GetCastDynamicShadowAsMasked()

Public function Virtual

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) b...

 

GetFontParameterValue

(
    FName ParameterName,
    UFont *& OutFontValue,
    int32 & OutFontPage
)

Public function Virtual

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) b...

 

GetGroupName

(
    FName ParameterName,
    FName & OutDesc
)

Public function Virtual

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) b...

 

GetGroupSortPriority

(
    const FString & InGroupName,
    int32 & OutSortPriority
)

Get the sort priority index of the given parameter group

True if successful

Public function Virtual

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

GetLightingGuidChain

(
    bool bIncludeTextures,
    TArray < FGuid >& OutGuids
)

WITH_EDITORONLY_DATA.

Public function Virtual

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) c...

 

GetMaterial()

Get the material which we are instancing.

Public function Virtual

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API)UM ...

 

GetMaterial()

WITH_EDITORONLY_DATA.

Public function Virtual

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) c...

 

GetMaterial_Concurrent

(
    TMicRecursionGuard & RecursionGuard
)

Public function Virtual

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API)FM ...

 

GetMaterialResource

(
    ERHIFeatureLevel::Type InFeatureLev...,
    EMaterialQualityLevel::Type Quality...
)

Get the static permutation resource if the instance has one

Public function Virtual

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) c...

 

GetMaterialResource

(
    ERHIFeatureLevel::Type InFeatureLev...,
    EMaterialQualityLevel::Type Quality...
)

Get the static permutation resource if the instance has one

Public function Virtual

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) f...

 

GetOpacityMaskClipValue()

Access to overridable properties of the base material.

Public function Virtual

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) b...

 

GetParameterDesc

(
    FName ParameterName,
    FString & OutDesc
)

Public function Virtual

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) b...

 

GetParameterSortPriority

(
    FName ParameterName,
    int32 & OutSortPriority
)

Get the sort priority index of the given parameter

True if successful

Public function Virtual

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API)UP ...

 

GetPhysicalMaterial()

Return a pointer to the physical material used by this material instance.

Public function Virtual

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) b...

 

GetRefractionSettings

(
    float& OutBiasValue
)

Public function Virtual

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API)FM ...

 

GetRenderProxy

(
    bool Selected,
    bool bHovered
)

Return a pointer to the FMaterialRenderProxy used for rendering.

Public function Virtual

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) f...

 

GetScalarParameterDefault

(
    FName ParameterName,
    ERHIFeatureLevel::Type FeatureLevel
)

Returns default value of the given parameter

Public function Virtual

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) b...

 

GetScalarParameterValue

(
    FName ParameterName,
    float& OutValue
)

Public function Virtual

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API)EM ...

 

GetShadingModel()

Public function Virtual

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) b...

 

GetStaticComponentMaskParameterValue

(
    FName ParameterName,
    bool& R,
    bool& G,
    bool& B,
    bool& A,
    FGuid & OutExpressionGuid
)

Get the value of the given static component mask parameter

True if successful

Public function Virtual

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) b...

 

GetStaticSwitchParameterValue

(
    FName ParameterName,
    bool& OutValue,
    FGuid & OutExpressionGuid
)

Get the value of the given static switch parameter

True if successful

Public function Virtual

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API)US ...

 

GetSubsurfaceProfile_Internal()

Public function Virtual

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) b...

 

GetTerrainLayerWeightParameterValue

(
    FName ParameterName,
    int32 & OutWeightmapIndex,
    FGuid & OutExpressionGuid
)

Get the weightmap index of the given terrain layer weight parameter

True if successful

Public function Virtual

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) b...

 

GetTextureParameterValue

(
    FName ParameterName,
    UTexture *& OutValue
)

Public function Virtual

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) b...

 

GetTexturesInPropertyChain

(
    EMaterialProperty InProperty,
    TArray < UTexture * >& OutTextu...,
    TArray < FName >* OutTexturePar...,
    FStaticParameterSet * InStaticP...
)

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).

Public function Virtual

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

GetUsedTextures

(
    TArray < UTexture * >& OutTextu...,
    EMaterialQualityLevel::Type Quality...,
    bool bAllQualityLevels,
    ERHIFeatureLevel::Type FeatureLevel,
    bool bAllFeatureLevels
)

Return the textures used to render this material.

Public function Virtual

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

GetUsedTexturesAndIndices

(
    TArray < UTexture * >& OutTextu...,
    TArray < TArray < int32 > >& OutIndi...,
    EMaterialQualityLevel::Type Quality...,
    ERHIFeatureLevel::Type FeatureLevel
)

Return the textures used to render this material and the material indices bound to each.

Public function Virtual

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) b...

 

GetVectorParameterValue

(
    FName ParameterName,
    FLinearColor & OutValue
)

Public function Virtual

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) b...

 

IsDitheredLODTransition()

Public function Virtual

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) b...

 

IsMasked()

Public function Virtual

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) b...

 

IsPropertyActive

(
    EMaterialProperty InProperty
)

Checks to see if an input property should be active, based on the state of the material

Public function Virtual

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) b...

 

IsTranslucencyWritingCustomDepth()

Public function Virtual

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) b...

 

IsTwoSided()

Public function Virtual

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

LogMaterialsAndTextures

(
    FOutputDevice & Ar,
    int32 Indent
)

Output to the log which materials and textures are used by this material.

Public function Virtual

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

OverrideScalarParameterDefault

(
    FName ParameterName,
    float Value,
    bool bOverride,
    ERHIFeatureLevel::Type FeatureLevel
)

Public function Virtual

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

OverrideTexture

(
    const UTexture * InTextureToOve...,
    UTexture * OverrideTexture,
    ERHIFeatureLevel::Type InFeatureLev...
)

Override a specific texture (transient)

Public function Virtual

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

OverrideVectorParameterDefault

(
    FName ParameterName,
    const FLinearColor & Value,
    bool bOverride,
    ERHIFeatureLevel::Type FeatureLevel
)

Overrides the default value of the given parameter (transient).

Public function Virtual

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

RecacheUniformExpressions()

Re-caches uniform expressions for this material interface

Public function Virtual

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) b...

 

UpdateLightmassTextureTracking()

Check if the textures have changed since the last time the material was serialized for Lightmass...

Overridden from UObject

Name Description

Public function Virtual

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

BeginCacheForCookedPlatformData

(
    const ITargetPlatform * TargetP...
)

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

Public function Virtual

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

BeginDestroy()

WITH_EDITOR.

Public function Virtual

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) b...

 

CanEditChange

(
    const UProperty * InProperty
)

Called by the editor to query whether a property of this object is allowed to be modified.

Public function Virtual

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

ClearAllCachedCookedPlatformData()

Clear all cached cooked platform data

Public function Virtual

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

ClearCachedCookedPlatformData

(
    const ITargetPlatform * TargetP...
)

Clears cached cooked platform data for specific platform

Public function Virtual

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

FinishDestroy()

Called to finish destroying the object.

Public function Virtual

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

GetAssetRegistryTags

(
    TArray < FAssetRegistryTag >& OutTa...
)

Public function Virtual

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

GetResourceSizeEx

(
    FResourceSizeEx & CumulativeResourc...
)

Get the size of the object/resource for display to artists/LDs in the Editor.

Public function Virtual

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) b...

 

IsCachedCookedPlatformDataLoaded

(
    const ITargetPlatform * TargetP...
)

Have we finished loading all the cooked platform data for the target platforms requested in BeginCacheForCookedPlatformData

Public function Virtual

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) b...

 

IsReadyForFinishDestroy()

Called to check if the object is ready for FinishDestroy.

Public function Virtual

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

PostDuplicate

(
    bool bDuplicateForPIE
)

Called after duplication & serialization and before PostLoad.

Public function Virtual

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

PostEditChangeProperty

(
    FPropertyChangedEvent & PropertyCha...
)

Called when a property on this object has been modified externally

Public function Virtual

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

PostInitProperties()

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

Public function Virtual

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

PostLoad()

Do any object-specific cleanup required immediately after loading an object, and immediately after any undo/redo.

Public function Virtual

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

PreEditChange

(
    UProperty * PropertyAboutToChan...
)

This is called when property is about to be modified by InterpPropertyTracks

Public function Virtual

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

PreSave

(
    const ITargetPlatform * TargetP...
)

Presave function.

Public function Virtual

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) v...

 

Serialize

(
    FArchive & Ar
)

UObject serializer.

Overridden from UObjectBaseUtility

Name Description

Public function Virtual

[ENGINE_API](API\Runtime\Engine\AI\Navigation\ENGINE_API) b...

 

CanBeClusterRoot()

Called after load to determine if the object can be a cluster root

Classes

Name

Description

Public class

FMaterialCompilationFinished

Constants

Name

Description

MaterialCompilationFinishedEvent

WITH_EDITORONLY_DATA.

References

Module

Engine

Header

Runtime/Engine/Classes/Materials/Material.h