UMaterialEditingLibrary::CreateMaterialExpressionEx

Create a new material expression node within the supplied material, optionally specifying asset to use

Unreal Engine C++ API Reference > Editor > MaterialEditor > UMaterialEditingLibrary

References

   
Module MaterialEditor
Header /Engine/Source/Editor/MaterialEditor/Public/MaterialEditingLibrary.h
Include #include "MaterialEditingLibrary.h"
Source /Engine/Source/Editor/MaterialEditor/Private/MaterialEditingLibrary.cpp
static [UMaterialExpression](API\Runtime\Engine\Materials\UMaterialExpression) * CreateMaterialExpressionEx
(
    [UMaterial](API\Runtime\Engine\Materials\UMaterial) * Material,
    [UMaterialFunction](API\Runtime\Engine\Materials\UMaterialFunction) * MaterialFunction,
    [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UMaterialExpression](API\Runtime\Engine\Materials\UMaterialExpression) > ExpressionClass,
    [UObject](API\Runtime\CoreUObject\UObject\UObject) * SelectedAsset,
    int32 NodePosX,
    int32 NodePosY,
    bool bAllowMarkingPackageDirty
)

Remarks

Create a new material expression node within the supplied material, optionally specifying asset to use

If a MaterialFunction and Material are specified, expression is added to Material and not MaterialFunction, assuming Material is a preview that will be copied to Function later by user.

Parameters

Name Description
Material Material asset to add an expression to
MaterialFunction Specified if adding an expression to a MaterialFunction, used as Outer for new expression object
SelectedAsset If specified, new node will attempt to use this asset, if of the appropriate type (e.g. Texture for a TextureSampler)
ExpressionClass Class of expression to add
NodePosX X position of new expression node
NodePosY Y position of new expression node
bAllowMarkingPackageDirty Packages can't be marked dirty outside of the game thread. If this is false, package will need to be dirtied through other means.

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