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Base class for float/scalar values in Materials.
| Name | UDMMaterialValueFloat |
| Type | class |
| Header File | /Engine/Plugins/VirtualProduction/DynamicMaterial/Source/DynamicMaterial/Public/Components/MaterialValues/DMMaterialValueFloat.h |
| Include Path | #include "Components/MaterialValues/DMMaterialValueFloat.h" |
Syntax
UCLASS (MinimalAPI, Abstract, BlueprintType, ClassGroup="Material Designer")
class UDMMaterialValueFloat : public UDMMaterialValue
Inheritance Hierarchy
- FNotifyHook → UDMMaterialComponent → UDMMaterialLinkedComponent → UDMMaterialValue → UDMMaterialValueFloat
- UObjectBase → UObjectBaseUtility → UObject → UDMMaterialComponent → UDMMaterialLinkedComponent → UDMMaterialValue → UDMMaterialValueFloat
Implements Interfaces
Derived Classes
UDMMaterialValueFloat derived class hierarchy
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| Components/MaterialValues/DMMaterialValueFloat.h | |||
UDMMaterialValueFloat
(
EDMValueType InValueType |
Components/MaterialValues/DMMaterialValueFloat.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
const FFloatInterval & GetValueRange() |
The value range for any float component. If both values are the same, it is not set. | Components/MaterialValues/DMMaterialValueFloat.h |
|
bool HasValueRange() |
Returns true if a value range has been set. This is true if the min and max aren't the same. | Components/MaterialValues/DMMaterialValueFloat.h |
|
void SetValueRange
(
const FFloatInterval& InValueRange |
Sets the range of possible values. Set min and max to the same to disable. | Components/MaterialValues/DMMaterialValueFloat.h |
|