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Struct with all the settings we want in USpecularProfile, separate to make it easer to pass this data around in the engine.
| Name | FSpecularProfileStruct |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Classes/Engine/SpecularProfile.h |
| Include Path | #include "Engine/SpecularProfile.h" |
Syntax
USTRUCT (BlueprintType )
struct FSpecularProfileStruct
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FSpecularProfileStruct() |
Engine/SpecularProfile.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Format | ESpecularProfileFormat | Define the format driving the sampling of the specular LUT. | Engine/SpecularProfile.h |
|
| LightColor | FRuntimeCurveLinearColor | Define the light facing color Exemple with View/Light mode: color at 0 is applied when NoL=0 (light hit the surface at grazing angle) while color at 1 is applied when NoV=1 (light hit the surface at facing angle). | Engine/SpecularProfile.h |
|
| Texture | TObjectPtr< UTexture2D > | Define the texture used as a specular profile | Engine/SpecularProfile.h |
|
| ViewColor | FRuntimeCurveLinearColor | Define the view facing color. | Engine/SpecularProfile.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void Invalidate() |
Engine/SpecularProfile.h | ||
bool IsProcedural() |
Engine/SpecularProfile.h |