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API > API/Runtime > API/Runtime/Engine
| Name | FStaticMaterial |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Classes/Engine/StaticMesh.h |
| Include Path | #include "Engine/StaticMesh.h" |
Syntax
USTRUCT (BlueprintType )
struct FStaticMaterial
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| Engine/StaticMesh.h | |||
FStaticMaterial
(
UMaterialInterface* InMaterialInterface, |
Engine/StaticMesh.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ImportedMaterialSlotName | FName | This name should be use when we re-import a skeletal mesh so we can order the Materials array like it should be | Engine/StaticMesh.h |
|
| MaterialInterface | TObjectPtr< class UMaterialInterface > | Engine/StaticMesh.h |
|
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| MaterialSlotName | FName | This name should be use by the gameplay to avoid error if the skeletal mesh Materials array topology change | Engine/StaticMesh.h |
|
| OverlayMaterialInterface | TObjectPtr< class UMaterialInterface > | Engine/StaticMesh.h |
|
|
| UVChannelData | FMeshUVChannelInfo | Data used for texture streaming relative to each UV channels. | Engine/StaticMesh.h |
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