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Unreal Engine C++ API Reference > Runtime > Engine > Materials
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UMaterialExpression
- UMaterialExpressionCustomOutput
- UMaterialExpressionAbsorptionMediumMaterialOutput
- UMaterialExpressionBentNormalCustomOutput
- UMaterialExpressionClearCoatNormalCustomOutput
- UMaterialExpressionLandscapeGrassOutput
- UMaterialExpressionLandscapePhysicalMaterialOutput
- UMaterialExpressionRuntimeVirtualTextureOutput
- UMaterialExpressionSingleLayerWaterMaterialOutput
- UMaterialExpressionSubsurfaceMediumMaterialOutput
- UMaterialExpressionTangentOutput
- UMaterialExpressionThinTranslucentMaterialOutput
- UMaterialExpressionVertexInterpolator
- UMaterialExpressionVolumetricAdvancedMaterialOutput
- UMaterialExpressionVolumetricCloudEmptySpaceSkippingOutput
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Classes/Materials/MaterialExpressionCustomOutput.h |
Include | #include "Materials/MaterialExpressionCustomOutput.h" |
Syntax
class UMaterialExpressionCustomOutput : public UMaterialExpression
Constructors
Type | Name | Description | |
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UMaterialExpressionCustomOutput
(
const FObjectInitializer& ObjectInitializer |
Functions
Type | Name | Description | |
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bool | ||
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UE::Shader::EValueType | GetCustomOutputType
(
int32 OutputIndex |
This is currently only needed by the new HLSL translator Should probably be merged with UMaterialExpression base interface, which already provides GetInputType/GetOutputType |
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FString | ||
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FString | ||
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int32 | Override to limit the maximum number of outputs. | |
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int32 | Override to enable multiple outputs. | |
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EShaderFrequency | ||
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bool | Allow custom outputs to generate their own source code. | |
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bool | ||
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bool |