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Unreal Engine C++ API Reference > Runtime > Engine > Materials
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UMaterialExpression
- UMaterialExpressionCollectionParameter
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Classes/Materials/MaterialExpressionCollectionParameter.h |
Include | #include "Materials/MaterialExpressionCollectionParameter.h" |
Syntax
class UMaterialExpressionCollectionParameter : public UMaterialExpression
Variables
Type | Name | Description | |
---|---|---|---|
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TObjectPtr< class UMaterialParameterCollection > | Collection | The Parameter Collection to use. |
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FGuid | ParameterId | Id that is set from the name, and used to handle renaming of collection parameters. |
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FName | ParameterName | Name of the parameter being referenced. |
Constructors
Type | Name | Description | |
---|---|---|---|
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UMaterialExpressionCollectionParameter
(
const FObjectInitializer& ObjectInitializer |
Overridden from UMaterialExpression
Type | Name | Description | |
---|---|---|---|
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int32 | Compile
(
FMaterialCompiler* Compiler, |
Create the new shader code chunk needed for the Abs expression |
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bool | GenerateHLSLExpression
(
FMaterialHLSLGenerator& Generator, |
|
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void | GetCaption
(
TArray< FString >& OutCaptions |
Returns the text to display on the material expression (in the material editor). |
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FName | ||
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bool | Parameter Name functions, this is requires as multiple class have ParameterName but are not UMaterialExpressionParameter due to class hierarchy. | |
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bool | MatchesSearchQuery
(
const TCHAR* SearchQuery |
MatchesSearchQuery: Check this expression to see if it matches the search query |
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void | SetParameterName
(
const FName& Name |
|
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void | ValidateParameterName
(
const bool bAllowDuplicateName |
Overridden from UObject
Type | Name | Description | |
---|---|---|---|
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void | PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Called when a property on this object has been modified externally |
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void | PostLoad () |
Do any object-specific cleanup required immediately after loading an object. |