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Unreal Engine C++ API Reference > Runtime > Engine > Materials
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UMaterialExpression
- UMaterialExpressionSpeedTree
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Classes/Materials/MaterialExpressionSpeedTree.h |
Include | #include "Materials/MaterialExpressionSpeedTree.h" |
Syntax
class UMaterialExpressionSpeedTree : public UMaterialExpression
Variables
Type | Name | Description | |
---|---|---|---|
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bool | bAccurateWindVelocities | |
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float | BillboardThreshold | |
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FExpressionInput | ExtraBendWS | |
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FExpressionInput | GeometryInput | |
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TEnumAsByte< enum ESpeedTreeGeometryType > | GeometryType | |
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FExpressionInput | LODInput | |
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TEnumAsByte< enum ESpeedTreeLODType > | LODType | |
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FExpressionInput | WindInput | |
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TEnumAsByte< enum ESpeedTreeWindType > | WindType |
Constructors
Type | Name | Description | |
---|---|---|---|
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UMaterialExpressionSpeedTree
(
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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void | GetCaption
(
TArray< FString >& OutCaptions |
Returns the text to display on the material expression (in the material editor). |
Overridden from UObject
Type | Name | Description | |
---|---|---|---|
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bool | CanEditChange
(
const FProperty* InProperty |
Called by the editor to query whether a property of this object is allowed to be modified. |
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void | Serialize
(
FStructuredArchive::FRecord Record |
Handles reading, writing, and reference collecting using FArchive. |