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Custom resource material class used to mark the resource as used for shader stats extraction
| Name | FMaterialResourceStats |
| Type | class |
| Header File | /Engine/Source/Editor/MaterialEditor/Public/MaterialStatsCommon.h |
| Include Path | #include "MaterialStatsCommon.h" |
Syntax
class FMaterialResourceStats : public FMaterialResource
Inheritance Hierarchy
- FMaterial → FMaterialResource → FMaterialResourceStats
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FMaterialResourceStats() |
MaterialStatsCommon.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~FMaterialResourceStats() |
MaterialStatsCommon.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UMaterial * GetMaterial() |
MaterialStatsCommon.h | ||
virtual bool IsPersistent() |
Should shaders compiled for this material be saved to disk? | MaterialStatsCommon.h | |
virtual bool IsPreview() |
Use preview settings when compiling material. Used to avoid culling nodes behind landscape weights. | MaterialStatsCommon.h | |
virtual bool RequiresSynchronousCompilation() |
Material resource stats never requires a synchronous compilation, otherwise opening up empty (newly created) material instance will block compiling default mat's shaders. | MaterialStatsCommon.h | |
virtual void SetupExtraCompilationSettings
(
FExtraShaderCompilerSettings& Settings |
This will enable shader source extraction and pass paths to (eventual) offline shader compilers | MaterialStatsCommon.h |