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API > API/Runtime > API/Runtime/Engine
| Name | FMaterialParameterValue |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Public/MaterialTypes.h |
| Include Path | #include "MaterialTypes.h" |
Syntax
struct FMaterialParameterValue
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FMaterialParameterValue
(
const UTextureCollection* InValue |
MaterialTypes.h | ||
FMaterialParameterValue
(
const TObjectPtr< const UTextureCollection >& InValue |
MaterialTypes.h | ||
FMaterialParameterValue
(
const URuntimeVirtualTexture* InValue |
MaterialTypes.h | ||
FMaterialParameterValue
(
const TObjectPtr< const URuntimeVirtualTexture >& InValue |
MaterialTypes.h | ||
FMaterialParameterValue
(
const FStaticComponentMaskValue& InValue |
MaterialTypes.h | ||
FMaterialParameterValue
(
const TObjectPtr< const USparseVolumeTexture >& InValue |
MaterialTypes.h | ||
FMaterialParameterValue
(
bool InValue |
MaterialTypes.h | ||
FMaterialParameterValue
(
const TObjectPtr< const UTexture >& InValue |
MaterialTypes.h | ||
FMaterialParameterValue
(
UFont* InValue, |
MaterialTypes.h | ||
FMaterialParameterValue
(
const USparseVolumeTexture* InValue |
MaterialTypes.h | ||
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 | MaterialTypes.h | |
FMaterialParameterValue
(
URuntimeVirtualTexture* InValue |
MaterialTypes.h | ||
FMaterialParameterValue
(
USparseVolumeTexture* InValue |
MaterialTypes.h | ||
FMaterialParameterValue
(
const TObjectPtr< URuntimeVirtualTexture >& InValue |
MaterialTypes.h | ||
FMaterialParameterValue
(
EMaterialParameterType Type, |
MaterialTypes.h | ||
FMaterialParameterValue
(
const TObjectPtr< UTextureCollection >& InValue |
MaterialTypes.h | ||
FMaterialParameterValue
(
const TObjectPtr< UTexture >& InValue |
MaterialTypes.h | ||
FMaterialParameterValue
(
UTexture* InValue |
MaterialTypes.h | ||
FMaterialParameterValue
(
const FVector4d& InValue |
MaterialTypes.h | ||
FMaterialParameterValue
(
const FVector3f& InValue |
MaterialTypes.h | ||
FMaterialParameterValue
(
const FLinearColor& InValue |
MaterialTypes.h | ||
FMaterialParameterValue
(
float InValue |
MaterialTypes.h | ||
| MaterialTypes.h | |||
FMaterialParameterValue
(
const TObjectPtr< USparseVolumeTexture >& InValue |
MaterialTypes.h | ||
FMaterialParameterValue
(
bool bMaskR, |
MaterialTypes.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Bool | bool | MaterialTypes.h | ||
| Double | double | MaterialTypes.h | ||
| Float | float | MaterialTypes.h | ||
| FMaterialParameterValue | union FMaterialParameterValue | MaterialTypes.h | ||
| Font | FMaterialParameterValue | MaterialTypes.h | ||
| Page | int32 | MaterialTypes.h | ||
| RuntimeVirtualTexture | URuntimeVirtualTexture * | MaterialTypes.h | ||
| SparseVolumeTexture | USparseVolumeTexture * | MaterialTypes.h | ||
| Texture | UTexture * | MaterialTypes.h | ||
| TextureCollection | UTextureCollection * | MaterialTypes.h | ||
| Type | EMaterialParameterType | MaterialTypes.h | ||
| Value | UFont * | MaterialTypes.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FLinearColor AsLinearColor() |
MaterialTypes.h | ||
float AsScalar() |
MaterialTypes.h | ||
UE::Shader::FValue AsShaderValue() |
MaterialTypes.h | ||
FStaticComponentMaskValue AsStaticComponentMask() |
MaterialTypes.h | ||
bool AsStaticSwitch() |
MaterialTypes.h | ||
UObject * AsTextureObject() |
MaterialTypes.h | ||
FVector4d AsVector4d() |
MaterialTypes.h |