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============================================================================ FMaterialResolverConfig Ini-driven game-specific sub-object material resolver. Loaded once from
| Name | FMaterialResolverConfig |
| Type | struct |
| Header File | /Engine/Plugins/Developer/ShaderToolkit/Source/ShaderAudit/Public/ShaderAuditUtils.h |
| Include Path | #include "ShaderAuditUtils.h" |
Syntax
struct FMaterialResolverConfig
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AssetUserDataClassPath | FTopLevelAssetPath | [SubObjectResolver] — used by ResolveMaterialPath | ShaderAuditUtils.h | |
| bValid | bool | ShaderAuditUtils.h | ||
| ExtraRootClasses | TArray< FTopLevelAssetPath > | [ShaderRootClasses] — asset classes that produce shaders independently of the material hierarchy (e.g. UNiagaraSystem). | ShaderAuditUtils.h | |
| MappingDataClassPath | FTopLevelAssetPath | [SubObjectPrimaries] — used by BatchGetMaterialParents sub-object discovery | ShaderAuditUtils.h | |
| SubObjectPrimaryProps | TArray< TPair< FString, FName > > | ShaderAuditUtils.h |