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API > API/Runtime > API/Runtime/Engine > API/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 | |
|---|---|---|---|
| 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 | |
| FExpressionInput | Coordinates | UV in 0..1 range | |
| TEnumAsByte< ESceneTextureId > | SceneTextureId | Which scene texture (screen aligned texture) we want to make a lookup into |
Constructors
| Type | Name | Description | |
|---|---|---|---|
UMaterialExpressionSceneTexture
(
const FObjectInitializer& ObjectInitializer |
Overridden from UMaterialExpression
| Type | Name | Description | |
|---|---|---|---|
| int32 | Compile
(
FMaterialCompiler* Compiler, |
Create the new shader code chunk needed for the Abs expression | |
| bool | GenerateHLSLExpression
(
FMaterialHLSLGenerator& Generator, |
||
| void | GetCaption
(
TArray< FString >& OutCaptions |
Returns the text to display on the material expression (in the material editor). |