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Gather information from the Substrate material graph to setup material for runtime.
| Name | FSubstrateMaterialInfo |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Classes/Engine/EngineTypes.h |
| Include Path | #include "Engine/EngineTypes.h" |
Syntax
struct FSubstrateMaterialInfo
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FSubstrateMaterialInfo
(
ESubstrateShadingModel InShadingModel |
Engine/EngineTypes.h | ||
FSubstrateMaterialInfo
(
bool bGatherGuids |
Engine/EngineTypes.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bGatherMaterialExpressionGuids | bool | Material expression GUIDs for all the traversed Substrate nodes | Engine/EngineTypes.h | |
| bHasShadingModelFromExpression | uint8 | Indicates if the shading model is constant or data-driven from the shader graph | Engine/EngineTypes.h | |
| bOutOfStackDepthWhenParsing | bool | A simple way to detect and prevent node re-entry due to cycling graph; stop the compilation and avoid crashing. | Engine/EngineTypes.h | |
| ConnectedPropertyMask | uint64 | Indicates which (legacy) inputs are connected | Engine/EngineTypes.h | |
| MaterialExpressionGuids | TArray< FGuid > | Engine/EngineTypes.h | ||
| ParsingStackDepth | int32 | Engine/EngineTypes.h | ||
| ShadingModelField | uint32 | Engine/EngineTypes.h | ||
| SpecularProfiles | TArray< TObjectPtr< USpecularProfile > > | Engine/EngineTypes.h | ||
| SubsurfaceProfiles | TArray< TObjectPtr< USubsurfaceProfile > > | Engine/EngineTypes.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AddGuid
(
const FGuid& In |
Substrate material expression GUIDs. | Engine/EngineTypes.h | |
void AddPropertyConnected
(
uint64 In |
Engine/EngineTypes.h | ||
void AddShadingModel
(
ESubstrateShadingModel InShadingModel |
Shading model. | Engine/EngineTypes.h | |
void AddSpecularProfile
(
USpecularProfile* InProfile |
Specular profiles. | Engine/EngineTypes.h | |
void AddSubsurfaceProfile
(
USubsurfaceProfile* InProfile |
Subsurface profiles. | Engine/EngineTypes.h | |
int32 CountShadingModels() |
Engine/EngineTypes.h | ||
int32 CountSpecularProfiles() |
Engine/EngineTypes.h | ||
int32 CountSubsurfaceProfiles() |
Engine/EngineTypes.h | ||
| Engine/EngineTypes.h | |||
uint64 GetPropertyConnected() |
Engine/EngineTypes.h | ||
uint32 GetShadingModelField() |
Engine/EngineTypes.h | ||
USpecularProfile * GetSpecularProfile
(
int32 Index |
Engine/EngineTypes.h | ||
bool GetSubstrateTreeOutOfStackDepthOccurred() |
Engine/EngineTypes.h | ||
USubsurfaceProfile * GetSubsurfaceProfile
(
int32 Index |
Engine/EngineTypes.h | ||
bool HasOnlyShadingModel
(
ESubstrateShadingModel InShadingModel |
Engine/EngineTypes.h | ||
bool HasPropertyConnected
(
uint64 In |
Engine/EngineTypes.h | ||
bool HasShadingModel
(
ESubstrateShadingModel InShadingModel |
Engine/EngineTypes.h | ||
bool HasShadingModelFromExpression() |
Engine/EngineTypes.h | ||
bool IsValid() |
Engine/EngineTypes.h | ||
void PopSubstrateTreeStack() |
Engine/EngineTypes.h | ||
bool PushSubstrateTreeStack() |
Returns true if everything went fine (not out of Substrate tree stack) | Engine/EngineTypes.h | |
void SetShadingModelFromExpression
(
bool bIn |
Shading model from expression. | Engine/EngineTypes.h | |
void SetSingleShadingModel
(
ESubstrateShadingModel InShadingModel |
Engine/EngineTypes.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static bool HasPropertyConnected
(
uint64 InConnectedPropertyMask, |
Engine/EngineTypes.h |
Operators
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool operator!=
(
const FSubstrateMaterialInfo& Other |
Engine/EngineTypes.h | ||
bool operator==
(
const FSubstrateMaterialInfo& Other |
Engine/EngineTypes.h |