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API > API/Runtime > API/Runtime/Engine
References
| Module | Engine |
| Header | /Engine/Source/Runtime/Engine/Public/MaterialTypes.h |
| Include | #include "MaterialTypes.h" |
Syntax
struct FMaterialParameterValue
Variables
| Type | Name | Description | |
|---|---|---|---|
| union FMaterialParameterValue::@1226 | @1227 | ||
| bool[4] | Bool | ||
| double[4] | Double | ||
| float[4] | Float | ||
| FMaterialParameterValue::@1226::@1228 | Font | ||
| int32 | Page | ||
| URuntimeVirtualTexture * | RuntimeVirtualTexture | ||
| USparseVolumeTexture * | SparseVolumeTexture | ||
| UTexture * | Texture | ||
| EMaterialParameterType | Type | ||
| UFont * | Value |
Constructors
| 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 |
Functions
| Type | Name | Description | |
|---|---|---|---|
| FLinearColor | |||
| float | AsScalar () |
||
| UE::Shader::FValue | |||
| FStaticComponentMaskValue | |||
| bool | |||
| UObject * | |||
| FVector4d | AsVector4d () |