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| Name | UMaterialExpressionSceneTexture |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Public/Materials/MaterialExpressionSceneTexture.h |
| Include Path | #include "Materials/MaterialExpressionSceneTexture.h" |
Syntax
UCLASS (MinimalAPI, CollapseCategories, HideCategories=Object)
class UMaterialExpressionSceneTexture : public UMaterialExpression
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UMaterialExpression → UMaterialExpressionSceneTexture
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UMaterialExpressionSceneTexture
(
const FObjectInitializer& ObjectInitializer |
Materials/MaterialExpressionSceneTexture.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bFiltered | bool | Whether to use point sampled texture lookup (default) or using [bi-linear] filtered (can be slower, avoid faceted lock with distortions), some SceneTextures cannot be filtered | Materials/MaterialExpressionSceneTexture.h |
|
| Coordinates | FExpressionInput | UV in 0..1 range | Materials/MaterialExpressionSceneTexture.h |
|
| SceneTextureId | TEnumAsByte< ESceneTextureId > | Which scene texture (screen aligned texture) we want to make a lookup into | Materials/MaterialExpressionSceneTexture.h |
|
Functions
Public
Overridden from UMaterialExpression
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void Build
(
MIR::FEmitter& Emitter |
Builds this expression's material IR. | Materials/MaterialExpressionSceneTexture.h | |
virtual int32 Compile
(
FMaterialCompiler* Compiler, |
Create the new shader code chunk needed for the Abs expression | Materials/MaterialExpressionSceneTexture.h | |
| Returns the text to display on the material expression (in the material editor). | Materials/MaterialExpressionSceneTexture.h |