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Unreal Engine C++ API Reference > Runtime > Landscape > Materials
Inheritance Hierarchy
- UMaterialExpression
- UMaterialExpressionLandscapeLayerWeight
References
Module | Landscape |
Header | /Engine/Source/Runtime/Landscape/Classes/Materials/MaterialExpressionLandscapeLayerWeight.h |
Include | #include "Materials/MaterialExpressionLandscapeLayerWeight.h" |
Syntax
UCLASS (CollapseCategories, HideCategories=Object, MinimalAPI)
class UMaterialExpressionLandscapeLayerWeight : public UMaterialExpression
Variables
Type | Name | Description | |
---|---|---|---|
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FExpressionInput | Base | |
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FVector | ConstBase | Only used if Base is not hooked up |
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FExpressionInput | Layer | |
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FName | ParameterName | |
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float | PreviewWeight |
Constructors
Type | Name | Description | |
---|---|---|---|
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UMaterialExpressionLandscapeLayerWeight
(
const FObjectInitializer& ObjectInitializer |
Functions
Type | Name | Description | |
---|---|---|---|
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bool | ||
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bool | ||
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int32 | Compile
(
FMaterialCompiler* Compiler, |
|
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void | GetCaption
(
TArray< FString >& OutCaptions |
|
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FString | ||
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uint32 | GetInputType
(
int32 InputIndex |
|
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void | GetLandscapeLayerNames
(
TArray< FName >& OutLayers |
Gets the landscape layer names |
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UObject * | ||
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ReferencedTextureArray | ||
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bool | IsResultMaterialAttributes
(
int32 OutputIndex |
|
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bool | MatchesSearchQuery
(
const TCHAR* SearchQuery |
|
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void | PostLoad () |
Do any object-specific cleanup required immediately after loading an object, and immediately after any undo/redo. |
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void | SetEditableName
(
const FString& NewName |