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API > API/Editor > API/Editor/MaterialEditor
Public interface to Material Editor
| Name | IMaterialEditor |
| Type | class |
| Header File | /Engine/Source/Editor/MaterialEditor/Public/IMaterialEditor.h |
| Include Path | #include "IMaterialEditor.h" |
Syntax
class IMaterialEditor :
public FWorkflowCentricApplication,
public IHasMenuExtensibility,
public IHasToolBarExtensibility
Inheritance Hierarchy
- FSharedFromThisBase → TSharedFromThis → FAssetEditorToolkit → FWorkflowCentricApplication → IMaterialEditor
Implements Interfaces
Classes
| Name | Remarks |
|---|---|
| FMaterialEditorClosedEvent | Delegate to be called when this IMaterialEditor is about to be destroyed |
| FRegisterTabSpawnersEvent | Delegate to be called when the tabs are being registered |
| FUnregisterTabSpawnersEvent | Delegate to be called when the tabs are being unregistered |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| MaterialEditorClosedEvent | FMaterialEditorClosedEvent | IMaterialEditor.h | ||
| RegisterTabSpawnersEvent | FRegisterTabSpawnersEvent | IMaterialEditor.h | ||
| UnregisterTabSpawnersEvent | FUnregisterTabSpawnersEvent | IMaterialEditor.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void AddToSelection
(
UMaterialExpression* Expression |
Add the specified material expression's graph node to the list of selected nodes | IMaterialEditor.h | |
bool ApproveSetPreviewAsset
(
UObject* InAsset |
Allows editor to veto the setting of a preview mesh | IMaterialEditor.h | |
virtual bool CanPasteNodes() |
Checks whether nodes can currently be pasted | IMaterialEditor.h | |
virtual UMaterialExpression * CreateNewMaterialExpression
(
UClass* NewExpressionClass, |
Creates a new material expression of the specified class. | IMaterialEditor.h | |
virtual UMaterialExpressionComment * CreateNewMaterialExpressionComment
(
const FVector2D& NodePos, |
Creates a new material expression comment | IMaterialEditor.h | |
virtual UMaterialExpressionComposite * CreateNewMaterialExpressionComposite
(
const FVector2D& NodePos, |
Creates a new material expression composite, along with related child pinbase expressions | IMaterialEditor.h | |
virtual void DeleteNodes
(
const TArray< class UEdGraphNode* >& NodesToDelete |
Delete an array of Material Graph Nodes and their corresponding expressions/comments | IMaterialEditor.h | |
virtual void DeleteSelectedNodes() |
Disconnects and removes the selected material graph nodes. | IMaterialEditor.h | |
void DrawMessages
(
FViewport* Viewport, |
Draws messages on the specified viewport and canvas. | IMaterialEditor.h | |
virtual void ForceRefreshExpressionPreviews() |
Refreshes all material expression previews, regardless of whether or not realtime previews are enabled. | IMaterialEditor.h | |
virtual void GenerateInheritanceMenu
(
UToolMenu* Menu |
Fills inheritance drop down menu | IMaterialEditor.h | |
virtual void GetBoundsForNode
(
const UEdGraphNode* InNode, |
Get the visible bounds of the given graph node | IMaterialEditor.h | |
virtual FMaterialRenderProxy * GetExpressionPreview
(
UMaterialExpression* InExpression |
Gets the preview for an expression | IMaterialEditor.h | |
UMaterialInterface * GetMaterialInterface() |
The material instance applied to the preview mesh. | IMaterialEditor.h | |
virtual int32 GetNumberOfSelectedNodes() |
Gets the number of selected nodes | IMaterialEditor.h | |
virtual FText GetOriginalObjectName() |
Gets the name of the material or material function that we are editing | IMaterialEditor.h | |
virtual TSet< UObject * > GetSelectedNodes() |
Get the currently selected set of nodes | IMaterialEditor.h | |
virtual void JumpToExpression
(
UMaterialExpression* Expression |
Jumps to the node for this expression, if possible | IMaterialEditor.h | |
virtual void JumpToHyperlink
(
const UObject* ObjectReference |
Jumps to a specific node or graph | IMaterialEditor.h | |
virtual TSharedPtr< IAssetReferenceFilter > MakeAssetReferenceFilter() |
Creates an IAssetReferenceFilter that can be used to check if an asset is valid to be used with this material. | IMaterialEditor.h | |
virtual void MarkMaterialDirty() |
Marks the material as dirty. | IMaterialEditor.h | |
virtual void NotifyExternalMaterialChange() |
Call this to notify the editor that the edited material changed from outside | IMaterialEditor.h | |
virtual FMaterialEditorClosedEvent & OnMaterialEditorClosed() |
IMaterialEditor.h | ||
virtual FRegisterTabSpawnersEvent & OnRegisterTabSpawners() |
IMaterialEditor.h | ||
virtual FUnregisterTabSpawnersEvent & OnUnregisterTabSpawners() |
IMaterialEditor.h | ||
virtual void PasteNodesHere
(
const FVector2D& Location, |
Paste nodes at a specific location | IMaterialEditor.h | |
virtual void PreviewNode
(
UMaterialGraphNode* InGraphNode |
Start/Stop Previewing the specified material graph node | IMaterialEditor.h | |
virtual void RefreshStatsMaterials() |
Updates materials used in material stats | IMaterialEditor.h | |
virtual void UpdateDetailView() |
IMaterialEditor.h | ||
virtual void UpdateMaterialAfterGraphChange() |
Re-links the material and updates its representation in the editor, used when graph is changed outside of editor code. | IMaterialEditor.h | |
virtual void UpdateSearch
(
bool bQueryChanged |
Updates the SearchResults array based on the search query | IMaterialEditor.h |