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It defines a collection of arithmetic material values to be bundled together. A material aggregate works similarly to a struct in C/C++. Each attribute has a name and specifies a type, either a primitive one like float4 or another aggregate (for nested structures).
| Name | UMaterialAggregate |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Public/Materials/MaterialAggregate.h |
| Include Path | #include "Materials/MaterialAggregate.h" |
Syntax
UCLASS (MinimalAPI)
class UMaterialAggregate : public UDataAsset
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UDataAsset → UMaterialAggregate
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Attributes | TArray< FMaterialAggregateAttribute > | List of material aggregate attributes. | Materials/MaterialAggregate.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
int32 FindAttributeIndexByName
(
FName Name |
Finds the index of an attribute in the aggregate by name. | Materials/MaterialAggregate.h |
Public Virtual
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Materials/MaterialAggregate.h | ||
virtual void PostLoad() |
Materials/MaterialAggregate.h |