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Unreal Engine C++ API Reference > Runtime > Engine > Materials
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UMaterialExpression
- UMaterialExpressionTextureBase
- UMaterialExpressionTextureSample
- UMaterialExpressionTextureSampleParameter
- UMaterialExpressionTextureObjectParameter
- UMaterialExpressionTextureSampleParameter2D
- PAPER2UMaterialExpressionSpriteTextureSampler
- UMaterialExpressionAntialiasedTextureMask
- UMaterialExpressionMaterialXTextureSampleParameterBlur
- UMaterialExpressionTextureSampleParameterSubUV
- UMaterialExpressionTextureSampleParameter2DArray
- UMaterialExpressionTextureSampleParameterCube
- UMaterialExpressionTextureSampleParameterCubeArray
- UMaterialExpressionTextureSampleParameterVolume
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Classes/Materials/MaterialExpressionTextureSampleParameter.h |
Include | #include "Materials/MaterialExpressionTextureSampleParameter.h" |
Syntax
class UMaterialExpressionTextureSampleParameter : public UMaterialExpressionTextureSample
Variables
Type | Name | Description | |
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FParameterChannelNames | ChannelNames | |
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FGuid | ExpressionGUID | GUID that should be unique within the material, this is used for parameter renaming. |
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FName | Group | The name of the parameter Group to display in MaterialInstance Editor. Default is None group |
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FName | ParameterName | |
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int32 | SortPriority | Controls where the this parameter is displayed in a material instance parameter list. |
Constructors
Type | Name | Description | |
---|---|---|---|
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UMaterialExpressionTextureSampleParameter
(
const FObjectInitializer& ObjectInitializer |
Functions
Type | Name | Description | |
---|---|---|---|
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void | ||
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FParameterChannelNames | ||
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void | Sets the default texture if none is set | |
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bool | SetParameterValue
(
FName InParameterName, |
|
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bool | TextureIsValid
(
UTexture* InTexture, |
Return true if the texture is a movie texture |
Overridden from UMaterialExpression
Type | Name | Description | |
---|---|---|---|
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bool | Can this node be renamed? | |
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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). |
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FString | Returns the current 'name' of the node (typically a parameter name). | |
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FGuid & | Callback to access derived classes' parameter expression id. | |
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FName | ||
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bool | GetParameterValue
(
FMaterialParameterMetadata& OutMeta |
|
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bool | Parameter Name functions, this is requires as multiple class have ParameterName but are not UMaterialExpressionParameter due to class hierarchy. | |
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bool | MatchesSearchQuery
(
const TCHAR* SearchQuery |
MatchesSearchQuery: Check this expression to see if it matches the search query |
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void | SetEditableName
(
const FString& NewName |
Sets the current 'name' of the node (typically a parameter name) Only valid to call on a node that previously returned CanRenameNode() = true. |
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void | SetParameterName
(
const FName& Name |
|
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bool | SetParameterValue
(
const FName& Name, |
|
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void | ValidateParameterName
(
const bool bAllowDuplicateName |
Overridden from UObject
Type | Name | Description | |
---|---|---|---|
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void | PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Called when a property on this object has been modified externally |