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Unreal Engine C++ API Reference > Runtime > Engine > Materials
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UMaterialExpression
- UMaterialExpressionSceneTexture
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Classes/Materials/MaterialExpressionSceneTexture.h |
Include | #include "Materials/MaterialExpressionSceneTexture.h" |
Syntax
class UMaterialExpressionSceneTexture : public UMaterialExpression
Variables
Type | Name | Description | |
---|---|---|---|
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bool | bFiltered | Whether to use point sampled texture lookup (default) or using [bi-linear] filtered (can be slower, avoid faceted lock with distortions), some SceneTextures cannot be filtered |
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FExpressionInput | Coordinates | UV in 0..1 range |
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TEnumAsByte< ESceneTextureId > | SceneTextureId | Which scene texture (screen aligned texture) we want to make a lookup into |
Constructors
Type | Name | Description | |
---|---|---|---|
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UMaterialExpressionSceneTexture
(
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). |