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API > API/Runtime > API/Runtime/Engine
| Name | UMaterialEditorOnlyData |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Public/Materials/Material.h |
| Include Path | #include "Materials/Material.h" |
Syntax
UCLASS (MinimalAPI, Optional)
class UMaterialEditorOnlyData : public UMaterialInterfaceEditorOnlyData
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UMaterialInterfaceEditorOnlyData → UMaterialEditorOnlyData
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UMaterialEditorOnlyData() |
Materials/Material.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AmbientOcclusion | FScalarMaterialInput | Output ambient occlusion to the GBuffer | Materials/Material.h | |
| Anisotropy | FScalarMaterialInput | Materials/Material.h | ||
| BaseColor | FColorMaterialInput | Reflection. | Materials/Material.h | |
| bIsSubsutrateAutoConvertedAndNotSaved | bool | Whether the material has been auto - converted at load time, and hasn't been saved. | Materials/Material.h | |
| ClearCoat | FScalarMaterialInput | Materials/Material.h | ||
| ClearCoatRoughness | FScalarMaterialInput | Materials/Material.h | ||
| CustomizedUVs | FVector2MaterialInput | These inputs are evaluated in the vertex shader and allow artists to do arbitrary vertex shader operations and access them in the pixel shader. | Materials/Material.h | |
| Displacement | FScalarMaterialInput | Materials/Material.h | ||
| EmissiveColor | FColorMaterialInput | Materials/Material.h | ||
| ExpressionCollection | FMaterialExpressionCollection | Materials/Material.h | ||
| FrontMaterial | FSubstrateMaterialInput | Materials/Material.h | ||
| MaterialAttributes | FMaterialAttributesInput | Materials/Material.h | ||
| Metallic | FScalarMaterialInput | Materials/Material.h | ||
| Normal | FVectorMaterialInput | Materials/Material.h | ||
| Opacity | FScalarMaterialInput | Transmission. | Materials/Material.h | |
| OpacityMask | FScalarMaterialInput | Materials/Material.h | ||
| ParameterGroupData | TArray< FParameterGroupData > | Controls where this parameter group is displayed in a material instance parameter list. | Materials/Material.h |
|
| PixelDepthOffset | FScalarMaterialInput | Materials/Material.h | ||
| Refraction | FScalarMaterialInput | Output refraction index for translucent rendering Air:1.0 Water:1.333 Ice:1.3 Glass:~1.6 Diamond:2.42 | Materials/Material.h | |
| Roughness | FScalarMaterialInput | Materials/Material.h | ||
| ShadingModelFromMaterialExpression | FShadingModelMaterialInput | Materials/Material.h | ||
| Specular | FScalarMaterialInput | Materials/Material.h | ||
| SubstrateConversionVersion | int32 | Store the version of the Substrate's auto-conversion applied to this material if any (default, no conversion =-1). | Materials/Material.h | |
| SubstrateVersion | int32 | Store the version of the Substrate code used by this material (default, no version =-1). | Materials/Material.h | |
| SubsurfaceColor | FColorMaterialInput | Inner material color, only used for ShadingModel=Subsurface | Materials/Material.h | |
| SurfaceThickness | FScalarMaterialInput | Materials/Material.h | ||
| Tangent | FVectorMaterialInput | Materials/Material.h | ||
| WorldPositionOffset | FVectorMaterialInput | Adds to world position in the vertex shader. | Materials/Material.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool IsSubstrateAutoConverted() |
Return true if the Substrate's auto-conversion applied to this material | Materials/Material.h | |
void ResetSubstrateConversionVersion() |
Reset the version of the Substrate's auto-conversion applied to this material | Materials/Material.h |