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A 2d material that will be rendered always facing the camera.
| Name | UMaterialBillboardComponent |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Classes/Components/MaterialBillboardComponent.h |
| Include Path | #include "Components/MaterialBillboardComponent.h" |
Syntax
UCLASS (ClassGroup=Rendering, CollapseCategories,
HideCategories=(Object, Activation, "Components|Activation", Physics, Collision, Lighting, Mesh, PhysicsVolume),
EditInlineNew, Meta=(BlueprintSpawnableComponent), MinimalAPI)
class UMaterialBillboardComponent : public UPrimitiveComponent
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UActorComponent → USceneComponent → UPrimitiveComponent → UMaterialBillboardComponent
Implements Interfaces
- IAsyncPhysicsStateProcessor
- IInterface_AssetUserData
- IInterface_AsyncCompilation
- INavRelevantInterface
- IPhysicsComponent
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UMaterialBillboardComponent
(
const FObjectInitializer& ObjectInitializer |
Components/MaterialBillboardComponent.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Elements | TArray< FMaterialSpriteElement > | Current array of material billboard elements | Components/MaterialBillboardComponent.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AddElement
(
UMaterialInterface* Material, |
Adds an element to the sprite. | Components/MaterialBillboardComponent.h |
|
void SetElements
(
const TArray< FMaterialSpriteElement >& NewElements |
Set all elements of this material billboard component | Components/MaterialBillboardComponent.h |
|
Overridden from UPrimitiveComponent
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void CollectPSOPrecacheData
(
const FPSOPrecacheParams& BasePrecachePSOParams, |
Collect all the PSO precache data used by the material billboard component | Components/MaterialBillboardComponent.h | |
virtual FPrimitiveSceneProxy * CreateSceneProxy() |
Creates a proxy to represent the primitive to the scene manager in the rendering thread. | Components/MaterialBillboardComponent.h | |
virtual UMaterialInterface * GetMaterial
(
int32 ElementIndex |
Returns the material used by the element at the specified index | Components/MaterialBillboardComponent.h | |
virtual void GetUsedMaterials
(
TArray< UMaterialInterface* >& OutMaterials, |
Retrieves the materials used in this component | Components/MaterialBillboardComponent.h | |
virtual void SetMaterial
(
int32 ElementIndex, |
Changes the material applied to an element of the mesh. | Components/MaterialBillboardComponent.h |
Overridden from USceneComponent
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FBoxSphereBounds CalcBounds
(
const FTransform& LocalToWorld |
Calculate the bounds of the component. Default behavior is a bounding box/sphere of zero size. | Components/MaterialBillboardComponent.h | |
| Returns full material property path and UObject owner property object Path examples: Material property path with array element and inner struct Materials[0].InnerStruct.Material Material property path with array element Materials[0] Simple material property path Materials | Components/MaterialBillboardComponent.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void PostLoad() |
Components/MaterialBillboardComponent.h |