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Unreal Engine C++ API Reference > Developer > MaterialBaking
Inheritance Hierarchy
References
Module | MaterialBaking |
Header | /Engine/Source/Developer/MaterialBaking/Public/IMaterialBakingModule.h |
Include | #include "IMaterialBakingModule.h" |
Syntax
class IMaterialBakingModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)
Functions
Type | Name | Description |
---|---|---|
void | BakeMaterials ( const TArray< FMaterialData* >..., const TArray< FMeshData* >& M..., TArray< FBakeOutput >& Output ) | Bakes out material properties according to MaterialSettings using MeshSettings and stores the output in Output |
void | BakeMaterials ( const TArray< FMaterialDataEx*..., const TArray< FMeshData* >& M..., TArray< FBakeOutputEx >& Output ) | Bakes out material properties according to extended MaterialSettings using MeshSettings and stores the output in Output |
void | BakeMaterials ( const TArray< FMaterialData* >..., const TArray< FMeshData* >& M..., FBakeOutput& Output ) | Bakes out material properties according to MaterialSettings using MeshSettings and stores the output in Output |
void | BakeMaterials ( const TArray< FMaterialDataEx*..., const TArray< FMeshData* >& M..., FBakeOutputEx& Output ) | Bakes out material properties according to extended MaterialSettings using MeshSettings and stores the output in Output |
uint32 | GetCRC () | Obtain a CRC than can help trigger a rebake if code/global settings impacting the bake result change |
bool | IsLinearBake ( FMaterialPropertyEx Property ) | Returns whether a specific material property is baked to a linear texture or not |
void | SetEmissiveHDR ( bool bHDR ) | Outputs true HDR version of emissive color |
void | SetLinearBake ( bool bCorrectLinear ) | Bakes all material properties to linear textures, except for colors |
bool | SetupMaterialBakeSettings ( TArray< TWeakObjectPtr< UObject >> ..., int32 NumLODs ) | Promps a slate window to allow the user to populate specific material baking settings used while baking out materials |