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An individual component of a connector (e.g. G from RGB.)
| Name | FDMMaterialStageConnectorChannel |
| Type | struct |
| Header File | /Engine/Plugins/VirtualProduction/DynamicMaterial/Source/DynamicMaterial/Public/DMDefs.h |
| Include Path | #include "DMDefs.h" |
Syntax
USTRUCT (BlueprintType , Category="Material Designer",
Meta=(DisplayName="Material Designer Stage Connector Channel"))
struct FDMMaterialStageConnectorChannel
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| FIRST_CHANNEL | int32 | DMDefs.h | |
| FIRST_STAGE_INPUT | int32 | DMDefs.h | |
| FOUR_CHANNELS | int32 | Not really needed? Effectively the whole channel! | DMDefs.h |
| FOURTH_CHANNEL | int32 | DMDefs.h | |
| NO_SOURCE | int32 | DMDefs.h | |
| PREVIOUS_STAGE | int32 | DMDefs.h | |
| SECOND_CHANNEL | int32 | DMDefs.h | |
| THIRD_CHANNEL | int32 | DMDefs.h | |
| THREE_CHANNELS | int32 | DMDefs.h | |
| TWO_CHANNELS | int32 | DMDefs.h | |
| WHOLE_CHANNEL | int32 | DMDefs.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| MaterialProperty | EDMMaterialPropertyType | When using previous stages, this is the material property the previous stage is using | DMDefs.h |
|
| OutputChannel | int32 | This can be used to break down float2/3/4 into single pieces of data A value of 0 will be the original output. | DMDefs.h |
|
| OutputIndex | int32 | The index of the output connector of the given stage. | DMDefs.h |
|
| SourceIndex | int32 | The index of the source of this channel Index 0 is the previous stage, 1+ are the other inputs required by the current stage (e.g. textures, uvs, etc.) | DMDefs.h |
|
Functions
Public
Operators
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool operator==
(
const FDMMaterialStageConnectorChannel& InOther |
DMDefs.h |