Navigation
API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/Materials
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UMaterialExpression
- UMaterialExpressionTextureProperty
References
| Module | Engine |
| Header | /Engine/Source/Runtime/Engine/Public/Materials/MaterialExpressionTextureProperty.h |
| Include | #include "Materials/MaterialExpressionTextureProperty.h" |
Syntax
UCLASS (CollapseCategories, HideCategories=Object, MinimalAPI)
class UMaterialExpressionTextureProperty : public UMaterialExpression
Variables
| Type | Name | Description | |
|---|---|---|---|
| TEnumAsByte< EMaterialExposedTextureProperty > | Property | Texture property to be accessed | |
| FExpressionInput | TextureObject |
Constructors
| Type | Name | Description | |
|---|---|---|---|
UMaterialExpressionTextureProperty
(
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). | |
| uint32 | GetInputType
(
int32 InputIndex |
||
| void | GetTexturesForceMaterialRecompile
(
TArray< UTexture* >& Textures |
Fill the array with all textures dependence that should trig a recompile of the material. | |
| bool | MatchesSearchQuery
(
const TCHAR* SearchQuery |
MatchesSearchQuery: Check this expression to see if it matches the search query |