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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/FSkeletalMaterial
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| Engine/SkinnedAssetCommon.h | |||
FSkeletalMaterial
(
UMaterialInterface* InMaterialInterface, |
Engine/SkinnedAssetCommon.h | ||
FSkeletalMaterial
(
UMaterialInterface* InMaterialInterface, |
Engine/SkinnedAssetCommon.h |
FSkeletalMaterial()
| Name | FSkeletalMaterial |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Classes/Engine/SkinnedAssetCommon.h |
| Include Path | #include "Engine/SkinnedAssetCommon.h" |
FSkeletalMaterial()
FSkeletalMaterial(UMaterialInterface , FName, FName, UMaterialInterface )
| Name | FSkeletalMaterial |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Classes/Engine/SkinnedAssetCommon.h |
| Include Path | #include "Engine/SkinnedAssetCommon.h" |
FSkeletalMaterial
(
UMaterialInterface * InMaterialInterface,
FName InMaterialSlotName,
FName InImportedMaterialSlotName,
UMaterialInterface * InOverlayMaterialInterface
)
FSkeletalMaterial(UMaterialInterface , bool, bool, FName, FName, UMaterialInterface )
| Name | FSkeletalMaterial |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Classes/Engine/SkinnedAssetCommon.h |
| Include Path | #include "Engine/SkinnedAssetCommon.h" |
FSkeletalMaterial
(
UMaterialInterface * InMaterialInterface,
bool bInEnableShadowCasting,
bool bInRecomputeTangent,
FName InMaterialSlotName,
FName InImportedMaterialSlotName,
UMaterialInterface * InOverlayMaterialInterface
)