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API > API/Runtime > API/Runtime/Engine
| Name | UMaterialExpressionUserSceneTexture |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Public/Materials/MaterialExpressionUserSceneTexture.h |
| Include Path | #include "Materials/MaterialExpressionUserSceneTexture.h" |
Syntax
UCLASS (MinimalAPI, CollapseCategories, HideCategories=Object)
class UMaterialExpressionUserSceneTexture : public UMaterialExpression
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UMaterialExpression → UMaterialExpressionUserSceneTexture
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UMaterialExpressionUserSceneTexture
(
const FObjectInitializer& ObjectInitializer |
Materials/MaterialExpressionUserSceneTexture.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bClamped | bool | Whether to clamp the texture lookup. | Materials/MaterialExpressionUserSceneTexture.h |
|
| bFiltered | bool | Whether to use point sampled texture lookup (default) or using [bi-linear] filtered (can be slower, avoid faceted lock with distortions) | Materials/MaterialExpressionUserSceneTexture.h |
|
| Coordinates | FExpressionInput | UV in 0..1 range | Materials/MaterialExpressionUserSceneTexture.h |
|
| UserSceneTexture | FName | User Scene Texture (screen space texture with a user specified name, written by a previous PostProcess shader) to make a lookup into | Materials/MaterialExpressionUserSceneTexture.h |
|
Functions
Public
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/MaterialExpressionUserSceneTexture.h | |
virtual void GetCaption
(
TArray< FString >& OutCaptions |
Returns the text to display on the material expression (in the material editor). | Materials/MaterialExpressionUserSceneTexture.h |