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Subsurface Scattering profile asset, can be specified at the material. Only for "Subsurface Profile" materials, is use during Screenspace Subsurface Scattering Don't change at runtime. All properties in here are per material - texture like variations need to come from properties that are in the GBuffer.
| Name | USubsurfaceProfile |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Classes/Engine/SubsurfaceProfile.h |
| Include Path | #include "Engine/SubsurfaceProfile.h" |
Syntax
UCLASS (AutoExpandCategories=SubsurfaceProfile, MinimalAPI)
class USubsurfaceProfile : public UObject
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → USubsurfaceProfile
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
USubsurfaceProfile
(
const FObjectInitializer& ObjectInitializer |
Engine/SubsurfaceProfile.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Guid | FGuid | Engine/SubsurfaceProfile.h | ||
| Settings | FSubsurfaceProfileStruct | Engine/SubsurfaceProfile.h |
|
Functions
Public
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void BeginDestroy() |
Engine/SubsurfaceProfile.h | ||
virtual void PostDuplicate
(
EDuplicateMode::Type DuplicateMode |
Engine/SubsurfaceProfile.h | ||
virtual void PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Engine/SubsurfaceProfile.h | ||
virtual void PostLoad() |
Upgrade parameters from Separable to Burley. | Engine/SubsurfaceProfile.h | |
virtual void Serialize
(
FArchive& Ar |
Engine/SubsurfaceProfile.h |