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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/FMaterialParameterValue
| Type | Name | Description | |
|---|---|---|---|
FMaterialParameterValue
(
USparseVolumeTexture* InValue |
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FMaterialParameterValue
(
const TObjectPtr< USparseVolumeTexture >& InValue |
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FMaterialParameterValue
(
const UTexture* InValue |
Gamethread parameters are typically non-const, but renderthread parameters are const Would be possible to store an additional const-flag member, and provide runtime checks to ensure constness is not violated...maybe worth doing in the future | ||
FMaterialParameterValue
(
const TObjectPtr< const UTexture >& InValue |
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FMaterialParameterValue
(
const URuntimeVirtualTexture* InValue |
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FMaterialParameterValue
(
const TObjectPtr< const URuntimeVirtualTexture >& InValue |
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FMaterialParameterValue
(
const USparseVolumeTexture* InValue |
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FMaterialParameterValue
(
const TObjectPtr< const USparseVolumeTexture >& InValue |
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FMaterialParameterValue
(
bool InValue |
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FMaterialParameterValue
(
const FStaticComponentMaskValue& InValue |
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FMaterialParameterValue
(
float InValue |
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FMaterialParameterValue
(
UFont* InValue, |
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FMaterialParameterValue
(
EMaterialParameterType Type, |
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FMaterialParameterValue
(
bool bMaskR, |
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FMaterialParameterValue
(
const FLinearColor& InValue |
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FMaterialParameterValue
(
const FVector3f& InValue |
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FMaterialParameterValue
(
const FVector4d& InValue |
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FMaterialParameterValue
(
UTexture* InValue |
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FMaterialParameterValue
(
const TObjectPtr< UTexture >& InValue |
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FMaterialParameterValue
(
URuntimeVirtualTexture* InValue |
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FMaterialParameterValue
(
const TObjectPtr< URuntimeVirtualTexture >& InValue |