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API > API/Editor > API/Editor/MaterialEditor > API/Editor/MaterialEditor/UMaterialEditingLibrary
Description
Create a new material expression node within the supplied material, optionally specifying asset to use
If a MaterialFunction and Material are specified, expression is added to Material and not MaterialFunction, assuming Material is a preview that will be copied to Function later by user.
| Name | CreateMaterialExpressionEx |
| Type | function |
| Header File | /Engine/Source/Editor/MaterialEditor/Public/MaterialEditingLibrary.h |
| Include Path | #include "MaterialEditingLibrary.h" |
| Source | /Engine/Source/Editor/MaterialEditor/Private/MaterialEditingLibrary.cpp |
static UMaterialExpression * CreateMaterialExpressionEx
(
UMaterial * Material,
UMaterialFunction * MaterialFunction,
TSubclassOf< UMaterialExpression > ExpressionClass,
UObject * SelectedAsset,
int32 NodePosX,
int32 NodePosY,
bool bAllowMarkingPackageDirty
)
Parameters
| Name | Remarks |
|---|---|
| Material | Material asset to add an expression to |
| MaterialFunction | Specified if adding an expression to a MaterialFunction, used as Outer for new expression object |
| SelectedAsset | If specified, new node will attempt to use this asset, if of the appropriate type (e.g. Texture for a TextureSampler) |
| ExpressionClass | Class of expression to add |
| NodePosX | X position of new expression node |
| NodePosY | Y position of new expression node |
| bAllowMarkingPackageDirty | Packages can't be marked dirty outside of the game thread. If this is false, package will need to be dirtied through other means. |