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Specular profile asset, can be specified at a material. Don't change at runtime. All properties in here are per material.
| Name | USpecularProfile |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Classes/Engine/SpecularProfile.h |
| Include Path | #include "Engine/SpecularProfile.h" |
Syntax
UCLASS (AutoExpandCategories=SpecularProfile, MinimalAPI)
class USpecularProfile : public UObject
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → USpecularProfile
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
USpecularProfile
(
const FObjectInitializer& ObjectInitializer |
Engine/SpecularProfile.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Guid | FGuid | Engine/SpecularProfile.h | ||
| Settings | FSpecularProfileStruct | Engine/SpecularProfile.h |
|
Functions
Public
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void BeginDestroy() |
Engine/SpecularProfile.h | ||
virtual void PostDuplicate
(
EDuplicateMode::Type DuplicateMode |
Engine/SpecularProfile.h | ||
virtual void PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Engine/SpecularProfile.h |