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Unreal Engine C++ API Reference > Editor > MaterialEditor
Inheritance Hierarchy
References
Module | MaterialEditor |
Header | /Engine/Source/Editor/MaterialEditor/Public/MaterialEditingLibrary.h |
Include | #include "MaterialEditingLibrary.h" |
Syntax
class UMaterialEditingLibrary : public [UBlueprintFunctionLibrary](API\Runtime\Engine\Kismet\UBlueprintFunctionLibrary)
Remarks
Blueprint library for creating/editing Materials
Functions
Type | Name | Description |
---|---|---|
void | ClearAllMaterialInstanceParameters ( UMaterialInstanceConstant* Ins... ) | Clears all material parameters set by this Material Instance |
bool | ConnectMaterialExpressions ( UMaterialExpression* FromExpre..., FString FromOutputName, UMaterialExpression* ToExpress..., FString ToInputName ) | Create connection between two material expressions |
bool | ConnectMaterialProperty ( UMaterialExpression* FromExpre..., FString FromOutputName, EMaterialProperty Property ) | Connect a material expression output to one of the material property inputs (e.g. diffuse color, opacity etc) |
UMaterialExp... | CreateMaterialExpression ( UMaterial* Material, TSubclassOf< UMaterialExpression > ..., int32 NodePosX, int32 NodePosY ) | Create a new material expression node within the supplied material |
UMaterialExp... | CreateMaterialExpressionEx ( UMaterial* Material, UMaterialFunction* MaterialFun..., TSubclassOf< UMaterialExpression > ..., UObject* SelectedAsset, int32 NodePosX, int32 NodePosY, bool bAllowMarkingPackageDirty ) | Create a new material expression node within the supplied material, optionally specifying asset to use |
UMaterialExp... | CreateMaterialExpressionInFunction ( UMaterialFunction* MaterialFun..., TSubclassOf< UMaterialExpression > ..., int32 NodePosX, int32 NodePosY ) | Create a new material expression node within the supplied material function |
void | DeleteAllMaterialExpressions ( UMaterial* Material ) | Delete all material expressions in the supplied material |
void | DeleteAllMaterialExpressionsInFunction ( UMaterialFunction* MaterialFun... ) | Delete all material expressions in the supplied material function |
void | DeleteMaterialExpression ( UMaterial* Material, UMaterialExpression* Expressio... ) | Delete a specific expression from a material. Will disconnect from other expressions. |
void | DeleteMaterialExpressionInFunction ( UMaterialFunction* MaterialFun..., UMaterialExpression* Expressio... ) | Delete a specific expression from a material function. Will disconnect from other expressions. |
UMaterialExp... | DuplicateMaterialExpression ( UMaterial* Material, UMaterialFunction* MaterialFun..., UMaterialExpression* Expressio... ) | Duplicates the provided material expression adding it to the same material / material function, and copying parameters. |
void | GetChildInstances ( UMaterialInterface* Parent, TArray< FAssetData >& ChildInstanc... ) | Gets all direct child mat instances |
bool | GetInputNodeOutputNameForMaterialExpression ( UMaterialExpression* MaterialE..., UMaterialExpression* InputNode, FString& OutputName ) | Get the output name of input node connected to MaterialExpression from an active material editor |
TArray< UMat... | GetInputsForMaterialExpression ( UMaterial* Material, UMaterialExpression* MaterialE... ) | Get the set of nodes acting as inputs to a node from an active material editor |
float | GetMaterialDefaultScalarParameterValue ( UMaterial* Material, FName ParameterName ) | Get the default scalar (float) parameter value from a Material |
bool | GetMaterialDefaultStaticSwitchParameterValue ( UMaterial* Material, FName ParameterName ) | Get the default static switch parameter value from a Material |
UTexture ... | GetMaterialDefaultTextureParameterValue ( UMaterial* Material, FName ParameterName ) | Get the default texture parameter value from a Material |
FLinearColor | GetMaterialDefaultVectorParameterValue ( UMaterial* Material, FName ParameterName ) | Get the default vector parameter value from a Material |
TArray< FStr... | GetMaterialExpressionInputNames ( UMaterialExpression* MaterialE... ) | Get the array of input pin names for a material expression |
TArray< int3... | GetMaterialExpressionInputTypes ( UMaterialExpression* MaterialE... ) | Get the array of input pin types for a material expression |
void | GetMaterialExpressionNodePosition ( UMaterialExpression* MaterialE..., int32& NodePosX, int32& NodePosY ) | Get the position of the MaterialExpression node. |
URuntimeVirt... | GetMaterialInstanceRuntimeVirtualTextureParameterValue ( UMaterialInstanceConstant* Ins..., FName ParameterName, EMaterialParameterAssociation Assoc... ) | Get the current texture parameter value from a Material Instance |
float | GetMaterialInstanceScalarParameterValue ( UMaterialInstanceConstant* Ins..., FName ParameterName, EMaterialParameterAssociation Assoc... ) | Get the current scalar (float) parameter value from a Material Instance |
USparseVolum... | GetMaterialInstanceSparseVolumeTextureParameterValue ( UMaterialInstanceConstant* Ins..., FName ParameterName, EMaterialParameterAssociation Assoc... ) | Get the current texture parameter value from a Material Instance |
bool | GetMaterialInstanceStaticSwitchParameterValue ( UMaterialInstanceConstant* Ins..., FName ParameterName, EMaterialParameterAssociation Assoc... ) | Get the current static switch parameter value from a Material Instance |
UTexture ... | GetMaterialInstanceTextureParameterValue ( UMaterialInstanceConstant* Ins..., FName ParameterName, EMaterialParameterAssociation Assoc... ) | Get the current texture parameter value from a Material Instance |
FLinearColor | GetMaterialInstanceVectorParameterValue ( UMaterialInstanceConstant* Ins..., FName ParameterName, EMaterialParameterAssociation Assoc... ) | Get the current vector parameter value from a Material Instance |
UMaterialExp... | GetMaterialPropertyInputNode ( UMaterial* Material, EMaterialProperty Property ) | Get the node providing the output for a given material property from an active material editor |
FString | GetMaterialPropertyInputNodeOutputName ( UMaterial* Material, EMaterialProperty Property ) | Get the node output name providing the output for a given material property from an active material editor |
TSet< UObjec... | GetMaterialSelectedNodes ( UMaterial* Material ) | Get the set of selected nodes from an active material editor |
UMaterialInt... | GetNaniteOverrideMaterial ( UMaterialInterface* Material ) | Returns any nanite override material for the given material |
int32 | GetNumMaterialExpressions ( const UMaterial* Material ) | Returns number of material expressions in the supplied material |
int32 | GetNumMaterialExpressionsInFunction ( const UMaterialFunction* Mater... ) | Returns number of material expressions in the supplied material |
void | GetScalarParameterNames ( UMaterialInterface* Material, TArray< FName >& ParameterNames ) | Gets all scalar parameter names |
bool | GetScalarParameterSource ( UMaterialInterface* Material, const FName ParameterName, FSoftObjectPath& ParameterSource ) | Returns the path of the asset where the parameter originated, as well as true/false if it was found |
void | GetStaticSwitchParameterNames ( UMaterialInterface* Material, TArray< FName >& ParameterNames ) | Gets all static switch parameter names |
bool | GetStaticSwitchParameterSource ( UMaterialInterface* Material, const FName ParameterName, FSoftObjectPath& ParameterSource ) | Returns the path of the asset where the parameter originated, as well as true/false if it was found |
FMaterialSta... | GetStatistics ( UMaterialInterface* Material ) | Returns statistics about the given material |
void | GetTextureParameterNames ( UMaterialInterface* Material, TArray< FName >& ParameterNames ) | Gets all texture parameter names |
bool | GetTextureParameterSource ( UMaterialInterface* Material, const FName ParameterName, FSoftObjectPath& ParameterSource ) | Returns the path of the asset where the parameter originated, as well as true/false if it was found |
TArray< UTex... | GetUsedTextures ( UMaterial* Material ) | Get the list of textures used by a material |
void | GetVectorParameterNames ( UMaterialInterface* Material, TArray< FName >& ParameterNames ) | Gets all vector parameter names |
bool | GetVectorParameterSource ( UMaterialInterface* Material, const FName ParameterName, FSoftObjectPath& ParameterSource ) | Returns the path of the asset where the parameter originated, as well as true/false if it was found |
bool | HasMaterialUsage ( UMaterial* Material, EMaterialUsage Usage ) | Check if a particular usage is enabled for the supplied material (e.g. SkeletalMesh, ParticleSprite etc) |
void | LayoutMaterialExpressions ( UMaterial* Material ) | Layouts the expressions in a grid pattern |
void | LayoutMaterialFunctionExpressions ( UMaterialFunction* MaterialFun... ) | Layouts the expressions in a grid pattern |
void | RebuildMaterialInstanceEditors ( UMaterial* BaseMaterial ) | Rebuilds dependent Material Instance Editors |
void | RebuildMaterialInstanceEditors ( UMaterialFunction* BaseFunctio... ) | Rebuilds dependent Material Instance Editors |
void | RecompileMaterial ( UMaterial* Material ) | Trigger a recompile of a material. |
void | SetMaterialInstanceParent ( UMaterialInstanceConstant* Ins..., UMaterialInterface* NewParent ) | Set the parent Material or Material Instance to use for this Material Instance |
bool | SetMaterialInstanceRuntimeVirtualTextureParameterValue ( UMaterialInstanceConstant* Ins..., FName ParameterName, URuntimeVirtualTexture* Value, EMaterialParameterAssociation Assoc... ) | Set the texture parameter value for a Material Instance |
bool | SetMaterialInstanceScalarParameterValue ( UMaterialInstanceConstant* Ins..., FName ParameterName, float Value, EMaterialParameterAssociation Assoc... ) | Set the scalar (float) parameter value for a Material Instance |
bool | SetMaterialInstanceSparseVolumeTextureParameterValue ( UMaterialInstanceConstant* Ins..., FName ParameterName, USparseVolumeTexture* Value, EMaterialParameterAssociation Assoc... ) | Set the texture parameter value for a Material Instance |
bool | SetMaterialInstanceStaticSwitchParameterValue ( UMaterialInstanceConstant* Ins..., FName ParameterName, bool Value, EMaterialParameterAssociation Assoc... ) | Set the static switch parameter value for a Material Instance |
bool | SetMaterialInstanceTextureParameterValue ( UMaterialInstanceConstant* Ins..., FName ParameterName, UTexture* Value, EMaterialParameterAssociation Assoc... ) | Set the texture parameter value for a Material Instance |
bool | SetMaterialInstanceVectorParameterValue ( UMaterialInstanceConstant* Ins..., FName ParameterName, FLinearColor Value, EMaterialParameterAssociation Assoc... ) | Set the vector parameter value for a Material Instance |
bool | SetMaterialUsage ( UMaterial* Material, EMaterialUsage Usage, bool& bNeedsRecompile ) | Enable a particular usage for the supplied material (e.g. SkeletalMesh, ParticleSprite etc) |
void | UpdateMaterialFunction ( UMaterialFunctionInterface* Ma..., UMaterial* PreviewMaterial ) | Update a Material Function after edits have been made. |
void | UpdateMaterialInstance ( UMaterialInstanceConstant* Ins... ) | Called after making modifications to a Material Instance to recompile shaders etc. |