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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/FMaterial
References
| Module | Engine |
| Header | /Engine/Source/Runtime/Engine/Public/MaterialShared.h |
| Include | #include "MaterialShared.h" |
| Source | /Engine/Source/Runtime/Engine/Private/Materials/MaterialShared.cpp |
FString GetUniqueAssetName
&40;
EShaderPlatform Platform,
const FMaterialShaderMapId & ShaderMapId
&41; const
Remarks
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).