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Base Color, Specular, Opacity, etc
| Name | UDMMaterialProperty |
| Type | class |
| Header File | /Engine/Plugins/VirtualProduction/DynamicMaterial/Source/DynamicMaterialEditor/Public/Components/DMMaterialProperty.h |
| Include Path | #include "Components/DMMaterialProperty.h" |
Syntax
UCLASS (MinimalAPI, BlueprintType, ClassGroup="Material Designer",
Meta=(DisplayName="Material Designer Property"))
class UDMMaterialProperty : public UDMMaterialComponent
Inheritance Hierarchy
- FNotifyHook → UDMMaterialComponent → UDMMaterialProperty
- UObjectBase → UObjectBaseUtility → UObject → UDMMaterialComponent → UDMMaterialProperty
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| Components/DMMaterialProperty.h | |||
UDMMaterialProperty
(
EDMMaterialPropertyType InMaterialProperty, |
Components/DMMaterialProperty.h |
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| ComponentsPathToken | const FString | Components/DMMaterialProperty.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void AddAlphaMultiplier
(
const TSharedRef< FDMMaterialBuildState >& InBuildState |
Adds the alpha multiplier. | Components/DMMaterialProperty.h | |
virtual UDMMaterialComponent * AddComponent
(
FName InName, |
Adds a component to the component list. Sets component state to added. | Components/DMMaterialProperty.h | |
virtual void AddDefaultBaseStage
(
UDMMaterialLayerObject* InLayer |
Adds the default base stage for a layer in this property. | Components/DMMaterialProperty.h | |
virtual void AddDefaultMaskStage
(
UDMMaterialLayerObject* InLayer |
Adds the default mask stage for a layer in this property. | Components/DMMaterialProperty.h | |
virtual void AddOutputProcessor
(
const TSharedRef< FDMMaterialBuildState >& InBuildState |
Adds the output processor to the end of the current expression chain. | Components/DMMaterialProperty.h | |
virtual void GenerateExpressions
(
const TSharedRef< FDMMaterialBuildState >& InBuildState |
Generates the base expressions for this slot. | Components/DMMaterialProperty.h | |
virtual void GeneratePreviewMaterial
(
UMaterial* InPreviewMaterial |
Adds nodes to the given material based on this property's generated expressions. | Components/DMMaterialProperty.h | |
virtual UDMMaterialComponent * GetComponent
(
FName InName |
Fetches a component from the component list. | Components/DMMaterialProperty.h | |
virtual UMaterialExpression * GetDefaultInput
(
const TSharedRef< FDMMaterialBuildState >& InBuildState |
Generates a default input node for this property if the layer stack is empty. | Components/DMMaterialProperty.h | |
FText GetDescription() |
The description of this property based on the EDMMaterialPropertyType enum. | Components/DMMaterialProperty.h |
|
const FDMMaterialStageConnection & GetInputConnectionMap () |
Components/DMMaterialProperty.h |
|
|
| Components/DMMaterialProperty.h | |||
EDMValueType GetInputConnectorType() |
Components/DMMaterialProperty.h |
|
|
UDynamicMaterialModelEditorOnlyData * GetMaterialModelEditorOnlyData() |
Components/DMMaterialProperty.h |
|
|
EDMMaterialPropertyType GetMaterialProperty() |
Components/DMMaterialProperty.h |
|
|
UMaterialFunctionInterface * GetOutputProcessor() |
The output process is an optional material function which is applied in between the property and its inputs. | Components/DMMaterialProperty.h |
|
virtual TEnumAsByte< EMaterialSamplerType > GetTextureSamplerType() |
Components/DMMaterialProperty.h | ||
InClassName * GetTypedComponent
(
FName InName |
Components/DMMaterialProperty.h | ||
virtual bool HasComponent
(
FName InName |
Checks to see if a component with this name exists. | Components/DMMaterialProperty.h | |
bool IsEnabled() |
Components/DMMaterialProperty.h |
|
|
bool IsMaterialPin () |
Whether this property represents a material pin. | Components/DMMaterialProperty.h |
|
virtual bool IsValidForModel
(
const UDynamicMaterialModelEditorOnlyData& InMaterialModel |
Check whether the current model settings are valid for this property. | Components/DMMaterialProperty.h | |
void LoadDeprecatedModelData
(
UDMMaterialProperty* InOldProperty |
Components/DMMaterialProperty.h | ||
virtual void OnSlotAdded
(
UDMMaterialSlot* InSlot |
Triggered when a slot is added to this property. Should create useful, default layer stack. | Components/DMMaterialProperty.h | |
virtual UDMMaterialComponent * RemoveComponent
(
FName InName |
Removes the component from the component list. Sets component state to removed. | Components/DMMaterialProperty.h | |
virtual void ResetInputConnectionMap() |
Empty the connection map and recalculate the input types. | Components/DMMaterialProperty.h |
|
void SetEnabled
(
bool bInEnabled |
Components/DMMaterialProperty.h |
|
|
void SetOutputProcessor
(
UMaterialFunctionInterface* InFunction |
The output process is an optional material function which is applied in between the property and its inputs. | Components/DMMaterialProperty.h |
|
Overridden from UDMMaterialComponent
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FString GetComponentPathComponent() |
Components/DMMaterialProperty.h | ||
virtual void PostEditorDuplicate
(
UDynamicMaterialModel* InMaterialModel, |
Components/DMMaterialProperty.h | ||
virtual void Update
(
UDMMaterialComponent* InSource, |
Components/DMMaterialProperty.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void PostEditChangeProperty
(
FPropertyChangedEvent& InPropertyChangedEvent |
Components/DMMaterialProperty.h | ||
virtual void PreEditChange
(
FProperty* InPropertyAboutToChange |
Components/DMMaterialProperty.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void OnOutputProcessorUpdated () |
Triggered when the output process is updated either through PostEditChangeProperty or via the setter. | Components/DMMaterialProperty.h |
Overridden from UDMMaterialComponent
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual UDMMaterialComponent * GetSubComponentByPath
(
FDMComponentPath& InPath, |
Components/DMMaterialProperty.h | ||
virtual void OnComponentAdded() |
Components/DMMaterialProperty.h | ||
virtual void OnComponentRemoved() |
Components/DMMaterialProperty.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static UMaterialExpression * CreateConstant
(
const TSharedRef< FDMMaterialBuildState >& InBuildState, |
Components/DMMaterialProperty.h | ||
static UMaterialExpression * CreateConstant
(
const TSharedRef< FDMMaterialBuildState >& InBuildState, |
Components/DMMaterialProperty.h | ||
static UMaterialExpression * CreateConstant
(
const TSharedRef< FDMMaterialBuildState >& InBuildState, |
Components/DMMaterialProperty.h | ||
static UMaterialExpression * CreateConstant
(
const TSharedRef< FDMMaterialBuildState >& InBuildState, |
Components/DMMaterialProperty.h | ||
static UDMMaterialProperty * CreateCustomMaterialPropertyDefaultSubobject
(
UDynamicMaterialModelEditorOnlyData* InModelEditorOnlyData, |
Craetes a material property as a default subobject of the EditorOnlyData object. | Components/DMMaterialProperty.h | |
static void GenerateOpacityExpressions
(
const TSharedRef< FDMMaterialBuildState >& InBuildState, |
Adds expressions to opacity properties based on color channel. | Components/DMMaterialProperty.h |