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Unreal Engine C++ API Reference > Runtime > Engine > Materials
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UMaterialExpression
- UMaterialExpressionParameter
- UMaterialExpressionStaticBoolParameter
- UMaterialExpressionStaticSwitchParameter
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Classes/Materials/MaterialExpressionStaticSwitchParameter.h |
Include | #include "Materials/MaterialExpressionStaticSwitchParameter.h" |
Syntax
class UMaterialExpressionStaticSwitchParameter : public UMaterialExpressionStaticBoolParameter
Variables
Type | Name | Description | |
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FExpressionInput | A | |
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FExpressionInput | B |
Constructors
Type | Name | Description | |
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UMaterialExpressionStaticSwitchParameter
(
const FObjectInitializer& ObjectInitializer |
Functions
Type | Name | Description | |
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FExpressionInput * | GetEffectiveInput
(
FMaterialCompiler* Compiler |
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 | GatherStrataMaterialInfo
(
FStrataMaterialInfo& StrataMaterialInfo, |
Recursively parse nodes outputing strata material in order to gather all the possible shading models used in a material graph output a Strata material. |
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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 | GetInputName
(
int32 InputIndex |
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uint32 | GetInputType
(
int32 InputIndex |
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uint32 | GetOutputType
(
int32 OutputIndex |
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bool | IsResultMaterialAttributes
(
int32 OutputIndex |
Marks certain expression types as outputting material attributes. |
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bool | IsResultStrataMaterial
(
int32 OutputIndex |
Marks certain expression types as outputting Strata material. |
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FStrataOperator * | StrataGenerateMaterialTopologyTree
(
FMaterialCompiler* Compiler, |
A starta material is a tree with FrontMateiral being its root and BSDF being leaves, with operators in the middle. |