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Unreal Engine C++ API Reference > Runtime > Landscape > Materials
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UMaterialExpression
- UMaterialExpressionLandscapeLayerSample
References
Module | Landscape |
Header | /Engine/Source/Runtime/Landscape/Classes/Materials/MaterialExpressionLandscapeLayerSample.h |
Include | #include "Materials/MaterialExpressionLandscapeLayerSample.h" |
Syntax
class UMaterialExpressionLandscapeLayerSample : public UMaterialExpression
Variables
Type | Name | Description | |
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FName | ParameterName | |
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float | PreviewWeight |
Constructors
Type | Name | Description | |
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UMaterialExpressionLandscapeLayerSample
(
const FObjectInitializer& ObjectInitializer |
Overridden from UMaterialExpression
Type | Name | Description | |
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bool | Returns true if GetReferencedTexture() can ever return a valid pointer. | |
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bool | Can this node be renamed? | |
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int32 | Compile
(
FMaterialCompiler* Compiler, |
Create the new shader code chunk needed for the Abs expression |
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void | GetCaption
(
TArray< FString >& OutCaptions |
Returns the text to display on the material expression (in the material editor). |
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FString | Returns the current 'name' of the node (typically a parameter name). | |
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void | GetLandscapeLayerNames
(
TArray< FName >& OutLayers |
Gets the landscape layer names |
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UObject * | Callback to get any texture reference this expression emits. | |
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bool | MatchesSearchQuery
(
const TCHAR* SearchQuery |
MatchesSearchQuery: Check this expression to see if it matches the search query |
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void | SetEditableName
(
const FString& NewName |
Sets the current 'name' of the node (typically a parameter name) Only valid to call on a node that previously returned CanRenameNode() = true. |