Navigation
API > API/Runtime > API/Runtime/Landscape > API/Runtime/Landscape/Materials
Inheritance Hierarchy
- UMaterialExpressionCustomOutput
- UMaterialExpressionLandscapePhysicalMaterialOutput
References
| Module | Landscape |
| Header | /Engine/Source/Runtime/Landscape/Classes/Materials/MaterialExpressionLandscapePhysicalMaterialOutput.h |
| Include | #include "Materials/MaterialExpressionLandscapePhysicalMaterialOutput.h" |
Syntax
UCLASS (CollapseCategories, HideCategories=Object, MinimalAPI)
class UMaterialExpressionLandscapePhysicalMaterialOutput : public UMaterialExpressionCustomOutput
Remarks
Custom output node to write out physical material weights. This can be used to generate the dominant physical material for each point on a landscape. Note that the use of a material output node to generate this information is optional and when a node of this type is not present we fall back on a CPU path which analyzes landscape layer data.
Variables
| Type | Name | Description | |
|---|---|---|---|
| TArray< FPhysicalMaterialInput > | Inputs | Array of physical material inputs. |
Constructors
| Type | Name | Description | |
|---|---|---|---|
UMaterialExpressionLandscapePhysicalMaterialOutput
(
const FObjectInitializer& ObjectInitializer |
Functions
| Type | Name | Description | |
|---|---|---|---|
| int32 | Compile
(
FMaterialCompiler* Compiler, |
||
| bool | GenerateHLSLExpression
(
FMaterialHLSLGenerator& Generator, |
||
| void | GetCaption
(
TArray< FString >& OutCaptions |
||
| UE::Shader::EValueType | GetCustomOutputType
(
int32 OutputIndex |
||
| FString | |||
| FExpressionInput * | GetInput
(
int32 InputIndex |
||
| FName | GetInputName
(
int32 InputIndex |
||
| TArrayView< FExpressionInput * > | |||
| uint32 | GetInputType
(
int32 InputIndex |
||
| int32 | |||
| void | PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |