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Unreal Engine C++ API Reference > Plugins > VariantManagerContent
Inheritance Hierarchy
- UObject
- UPropertyValue
- UPropertyValueMaterial
References
Module | VariantManagerContent |
Header | /Engine/Plugins/Enterprise/VariantManagerContent/Source/VariantManagerContent/Public/PropertyValueMaterial.h |
Include | #include "PropertyValueMaterial.h" |
Syntax
UCLASS (BlueprintType)
class UPropertyValueMaterial : public UPropertyValue
Constructors
Type | Name | Description | |
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UPropertyValueMaterial
(
const FObjectInitializer& ObjectInitializer |
Functions
Type | Name | Description | |
---|---|---|---|
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UMaterialInterface * | GetMaterial () |
|
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void | SetMaterial
(
UMaterialInterface* Mat |
Overridden from UPropertyValue
Type | Name | Description | |
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void | Applies our recorded data to the PropertyValuePtr for the resolved object. | |
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bool | ContainsProperty
(
const FProperty* Prop |
|
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TArray< uint8 > | Fetches the value bytes for this property from the resolved object. | |
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const TArray< uint8 > & | ||
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UClass * | ||
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FFieldClass * | Returns the type of FProperty (FObjectProperty, FFloatProperty, etc) If checking for Enums, prefer checking if GetEnumPropertyEnum() != nullptr, as it may be that we received a FNumericProperty that actually represents an enum, which wouldn't be reflected here | |
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UStruct * | ||
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int32 | ||
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bool | Resolve
(
UObject* OnObject |
Our leaf property will always be OverrideMaterials/OverrideMaterials[0] just for the type/size/class information. |
Constants
Name | Description |
---|---|
OverrideMaterialsProperty |