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API > API/Plugins > API/Plugins/MediaPlate
MediaPlate is an actor that can play and show media in the world.
| Name | AMediaPlate |
| Type | class |
| Header File | /Engine/Plugins/Media/MediaPlate/Source/MediaPlate/Public/MediaPlate.h |
| Include Path | #include "MediaPlate.h" |
Syntax
UCLASS (MinimalAPI)
class AMediaPlate : public AActor
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → AActor → AMediaPlate
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
AMediaPlate
(
const FObjectInitializer& ObjectInitializer |
MediaPlate.h |
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| MediaPlateComponentName | FLazyName | Name for our media plate component. | MediaPlate.h |
| MediaTextureName | FLazyName | Name for the media texture parameter in the material. | MediaPlate.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| MediaPlateComponent | TObjectPtr< UMediaPlateComponent > | MediaPlate.h |
|
|
| StaticMeshComponent | TObjectPtr< UStaticMeshComponent > | Holds the mesh. | MediaPlate.h |
|
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bEnableHoldoutComposite | bool | If true, the mesh is rendered separately and composited after post-processing (see HoldoutComposite plugin). | MediaPlate.h |
|
| LastMaterial | UMaterialInterface * | MediaPlate.h | ||
| LastOverlayMaterial | UMaterialInterface * | MediaPlate.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void ApplyCurrentMaterial() |
Call this after changing the current material to set it up for media plate. | MediaPlate.h | |
void ApplyMaterial
(
UMaterialInterface* InMaterial |
Setup the material for media plate use. Automatically called by ApplyCurrentMaterial. | MediaPlate.h | |
void ApplyOverlayMaterial
(
UMaterialInterface* InOverlayMaterial |
Setup the overlay material for media plate use. Automatically called by ApplyCurrentMaterial. | MediaPlate.h | |
virtual void BeginDestroy() |
MediaPlate.h | ||
UMaterialInterface * GetCurrentMaterial() |
Get the current static mesh material, at index 0. | MediaPlate.h | |
UMaterialInterface * GetCurrentOverlayMaterial() |
Get the current static mesh overlay material, nullptr otherwise. | MediaPlate.h | |
UMaterialInterface * GetLastMaterial() |
Get the last material assigned to the static mesh, at index 0. | MediaPlate.h | |
bool IsHoldoutCompositeEnabled() |
Get the holdout composite state. | MediaPlate.h |
|
void OnStaticMeshChange() |
Callback upon static mesh component change (see UMediaPlateAssetUserData). | MediaPlate.h | |
virtual void PostActorCreated() |
MediaPlate.h | ||
virtual void PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
MediaPlate.h | ||
virtual void PostLoad() |
MediaPlate.h | ||
virtual void PostRegisterAllComponents() |
MediaPlate.h | ||
void SetHoldoutCompositeEnabled
(
bool bInEnabled |
Set the holdout composite state. | MediaPlate.h |
|
void SetMIDParameters
(
UMaterialInstanceDynamic* InMaterial |
Sets up parameters (like the texture) that we use in the material. | MediaPlate.h | |
void UseDefaultMaterial() |
Call this to change the static mesh to use the default media plate material and reset the overlay material. | MediaPlate.h |