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| Name | UMaterialExpressionNeuralNetworkInput |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Public/Materials/MaterialExpressionNeuralPostProcessNode.h |
| Include Path | #include "Materials/MaterialExpressionNeuralPostProcessNode.h" |
Syntax
UCLASS (MinimalAPI, CollapseCategories, HideCategories=Object)
class UMaterialExpressionNeuralNetworkInput : public UMaterialExpressionCustomOutput
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UMaterialExpression → UMaterialExpressionCustomOutput → UMaterialExpressionNeuralNetworkInput
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UMaterialExpressionNeuralNetworkInput
(
const FObjectInitializer& ObjectInitializer |
Materials/MaterialExpressionNeuralPostProcessNode.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Coordinates | FExpressionInput | Coordinate to read values: Texture index (float4): Batch[ignored], StartChannel[int,0], ViewportUV in 0..1 range Buffer index (float4): Batch[int,0], StartChannel[int,0], WidthHeight[ViewportUV] in 0..1 range | Materials/MaterialExpressionNeuralPostProcessNode.h |
|
| Input0 | FExpressionInput | First input node for neural post processing in post process material | Materials/MaterialExpressionNeuralPostProcessNode.h | |
| Mask | FExpressionInput | Input is ignored if Mask is zero. TODO: Used to optimize performance | Materials/MaterialExpressionNeuralPostProcessNode.h |
|
| NeuralIndexType | TEnumAsByte< ENeuralIndexType > | Indexing type: write to the texture or buffer | Materials/MaterialExpressionNeuralPostProcessNode.h |
|
Functions
Public
Overridden from UMaterialExpressionCustomOutput
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FString GetFunctionName() |
Materials/MaterialExpressionNeuralPostProcessNode.h | ||
virtual int32 GetNumOutputs() |
Override to enable multiple outputs. | Materials/MaterialExpressionNeuralPostProcessNode.h |
Overridden from UMaterialExpression
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual int32 Compile
(
FMaterialCompiler* Compiler, |
Create the new shader code chunk needed for the Abs expression | Materials/MaterialExpressionNeuralPostProcessNode.h | |
| Returns the text to display on the material expression (in the material editor). | Materials/MaterialExpressionNeuralPostProcessNode.h | ||
virtual EMaterialValueType GetInputValueType
(
int32 InputIndex |
Materials/MaterialExpressionNeuralPostProcessNode.h |