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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.
| Name | UMaterialExpressionLandscapePhysicalMaterialOutput |
| Type | class |
| Header File | /Engine/Source/Runtime/Landscape/Classes/Materials/MaterialExpressionLandscapePhysicalMaterialOutput.h |
| Include Path | #include "Materials/MaterialExpressionLandscapePhysicalMaterialOutput.h" |
Syntax
UCLASS (CollapseCategories, HideCategories=Object, MinimalAPI)
class UMaterialExpressionLandscapePhysicalMaterialOutput : public UMaterialExpressionCustomOutput
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UMaterialExpression → UMaterialExpressionCustomOutput → UMaterialExpressionLandscapePhysicalMaterialOutput
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UMaterialExpressionLandscapePhysicalMaterialOutput
(
const FObjectInitializer& ObjectInitializer |
Materials/MaterialExpressionLandscapePhysicalMaterialOutput.h |
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| MaxPhysicalMaterials | int32 | Maximum number of supported grass types on a given landscape material. Whenever adjusting this, make sure to update LandscapeGrassWeight.usf accordingly: | Materials/MaterialExpressionLandscapePhysicalMaterialOutput.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Inputs | TArray< FPhysicalMaterialInput > | Array of physical material inputs. | Materials/MaterialExpressionLandscapePhysicalMaterialOutput.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual int32 Compile
(
FMaterialCompiler* Compiler, |
Materials/MaterialExpressionLandscapePhysicalMaterialOutput.h | ||
| Materials/MaterialExpressionLandscapePhysicalMaterialOutput.h | |||
virtual FString GetFunctionName() |
Materials/MaterialExpressionLandscapePhysicalMaterialOutput.h | ||
virtual FExpressionInput * GetInput
(
int32 InputIndex |
Materials/MaterialExpressionLandscapePhysicalMaterialOutput.h | ||
virtual FName GetInputName
(
int32 InputIndex |
Materials/MaterialExpressionLandscapePhysicalMaterialOutput.h | ||
virtual TArrayView< FExpressionInput * > GetInputsView() |
Materials/MaterialExpressionLandscapePhysicalMaterialOutput.h | ||
virtual EMaterialValueType GetInputValueType
(
int32 InputIndex |
Materials/MaterialExpressionLandscapePhysicalMaterialOutput.h | ||
virtual int32 GetMaxOutputs() |
Materials/MaterialExpressionLandscapePhysicalMaterialOutput.h | ||
virtual int32 GetNumOutputs() |
Materials/MaterialExpressionLandscapePhysicalMaterialOutput.h | ||
virtual void PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Materials/MaterialExpressionLandscapePhysicalMaterialOutput.h |