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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/FMaterial
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FString GetUniqueAssetName
(
const FMaterialShaderMapId& ShaderMapId |
MaterialShared.h | ||
FString GetUniqueAssetName
(
EShaderPlatform Platform, |
Similar to GetFriendlyName, but appends a hash of shader map ID portion of the DDC key (excluding source file hashes) to differentiate materials/material instances that would collide when considering the base material name alone (this name is used when creating debug output paths for disambiguation). | MaterialShared.h |
GetUniqueAssetName(const FMaterialShaderMapId &)
| Name | GetUniqueAssetName |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/MaterialShared.h |
| Include Path | #include "MaterialShared.h" |
| Source | /Engine/Source/Runtime/Engine/Private/Materials/MaterialShared.cpp |
FString GetUniqueAssetName
(
const FMaterialShaderMapId & ShaderMapId
) const
GetUniqueAssetName(EShaderPlatform, const FMaterialShaderMapId &)
Description
Similar to GetFriendlyName, but appends a hash of shader map ID portion of the DDC key (excluding source file hashes) to differentiate materials/material instances that would collide when considering the base material name alone (this name is used when creating debug output paths for disambiguation).
| Name | GetUniqueAssetName |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/MaterialShared.h |
| Include Path | #include "MaterialShared.h" |
| Source | /Engine/Source/Runtime/Engine/Private/Materials/MaterialShared.cpp |
FString GetUniqueAssetName
(
EShaderPlatform Platform,
const FMaterialShaderMapId & ShaderMapId
) const