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Describes a reference to an existing (as in, not imported) material.
The idea is that mesh / actor nodes can reference one of these nodes as a slot dependency, and Interchange will assign that existing material to the corresponding slot during import
| Name | UInterchangeMaterialReferenceNode |
| Type | class |
| Header File | /Engine/Plugins/Interchange/Runtime/Source/Nodes/Public/InterchangeMaterialReferenceNode.h |
| Include Path | #include "InterchangeMaterialReferenceNode.h" |
Syntax
UCLASS (MinimalAPI, BlueprintType)
class UInterchangeMaterialReferenceNode : public UInterchangeBaseNode
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UInterchangeBaseNode → UInterchangeMaterialReferenceNode
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Macro_CustomContentPathKey | const UE::Interchange::FAttributeKey | InterchangeMaterialReferenceNode.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool GetCustomContentPath
(
FString& AttributeValue |
Gets the content path of the target material (e.g. "/Game/MyFolder/Red.Red") | InterchangeMaterialReferenceNode.h |
|
bool SetCustomContentPath
(
const FString& AttributeValue |
Sets the content path of the target material (e.g. "/Game/MyFolder/Red.Red") | InterchangeMaterialReferenceNode.h |
|
Overridden from UInterchangeBaseNode
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FString GetTypeName() |
InterchangeMaterialReferenceNode.h |