code: int32 TextureParameter ( [FName](API\Runtime\Core\UObject\FName) ParameterName, [UTexture](API\Runtime\Engine\Engine\UTexture) * DefaultTexture, int32 & TextureReferenceIndex, EMaterialSamplerType SamplerType, ESamplerSourceMode SamplerSource )


module: Engine

code: int32 TextureProperty ( int32 InTexture, EMaterialExposedTextureProperty Property )


code: int32 TransformNormalFromRequestedBasisToWorld ( int32 NormalCodeChunk )


code: int32 TransformPosition ( EMaterialCommonBasis SourceCoordBasis, EMaterialCommonBasis DestCoordBasis, int32 A )


code: int32 TransformVector ( EMaterialCommonBasis SourceCoordBasis, EMaterialCommonBasis DestCoordBasis, int32 A )


code: int32 TextureSample ( int32 Texture, int32 Coordinate, enum EMaterialSamplerType SamplerType, int32 MipValue0Index, int32 MipValue1Index, ETextureMipValueMode MipValueMode, ESamplerSourceMode SamplerSource, int32 TextureReferenceIndex, bool AutomaticViewMipBias, bool AdaptiveVirtualTexture, bool EnableFeedback )


description: Casts the passed in code to DestType, or generates a compile error if the cast is not valid. This will truncate a type (float4 -> float3) but not add components (float2 -> float3), however a float1 can be cast to any float type by replication.

code: int32 ValidCast ( int32 Code, EMaterialValueType DestType )


code: int32 VectorNoise ( int32 Position, int32 Quality, uint8 NoiseFunction, bool bTiling, uint32 RepeatSize )


code: int32 VectorParameter ( [FName](API\Runtime\Core\UObject\FName) ParameterName, const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & DefaultValue )


code: int32 VertexInterpolator ( uint32 InterpolatorIndex )


code: int32 ViewProperty ( EMaterialExposedViewProperty Property, bool InvProperty )


code: int32 VirtualTexture ( [URuntimeVirtualTexture](API\Runtime\Engine\VT\URuntimeVirtualTexture) * InTexture, int32 TextureLayerIndex, int32 PageTableLayerIndex, EMaterialSamplerType SamplerType )


code: int32 VirtualTexture ( [URuntimeVirtualTexture](API\Runtime\Engine\VT\URuntimeVirtualTexture) * InTexture, int32 TextureLayerIndex, int32 PageTableLayerIndex, int32 & TextureReferenceIndex, EMaterialSamplerType SamplerType )


code: int32 VirtualTextureOutput ( uint8 AttributeMask )


code: int32 VirtualTextureOutputReplace ( int32 Default, int32 VirtualTexture )


code: int32 VirtualTextureParameter ( [FName](API\Runtime\Core\UObject\FName) ParameterName, [URuntimeVirtualTexture](API\Runtime\Engine\VT\URuntimeVirtualTexture) * DefaultValue, int32 TextureLayerIndex, int32 PageTableLayerIndex, EMaterialSamplerType SamplerType )


code: int32 VirtualTextureParameter ( [FName](API\Runtime\Core\UObject\FName) ParameterName, [URuntimeVirtualTexture](API\Runtime\Engine\VT\URuntimeVirtualTexture) * DefaultValue, int32 TextureLayerIndex, int32 PageTableLayerIndex, int32 & TextureReferenceIndex, EMaterialSamplerType SamplerType )


code: int32 VirtualTextureUniform ( int32 TextureIndex, int32 VectorIndex, [UE::Shader::EValueType](API\Runtime\Engine\Shader\UE__Shader__EValueType) Type )


code: int32 VirtualTextureUniform ( [FName](API\Runtime\Core\UObject\FName) ParameterName, int32 TextureIndex, int32 VectorIndex, [UE::Shader::EValueType](API\Runtime\Engine\Shader\UE__Shader__EValueType) Type )


code: int32 VirtualTextureUnpack ( int32 CodeIndex0, int32 CodeIndex1, int32 CodeIndex2, int32 P0, EVirtualTextureUnpackType UnpackType )


code: int32 VirtualTextureWorldToUV ( int32 WorldPositionIndex, int32 P0, int32 P1, int32 P2 )


code: int32 WorldPosition ( EWorldPositionIncludedOffsets WorldPositionIncludedOffsets )


code: FMaterialCompileTargetParameters ( EShaderPlatform InShaderPlatform, [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) InFeatureLevel, const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * InTargetPlatform )


className: FMaterialCompiler

description: The interface used to translate material expressions into executable code. Note: Most member functions should be pure virtual to force aFProxyMaterialCompileroverride!

code: class FMaterialCompiler


className: FMaterialCompileTargetParameters

description: Fully describes a material compilation target

code: struct FMaterialCompileTargetParameters

FeatureLevel

type: ERHIFeatureLeve...

ShaderPlatform

type: EShaderPlatform

TargetPlatform

type: constITargetPl...


className: FMaterialConnectionKey

code: struct FMaterialConnectionKey

InputObject

type: constUObject&...


code: FMaterialExpressionKey ( [UMaterialExpression](API\Runtime\Engine\Materials\UMaterialExpression) * InExpression, int32 InOutputIndex )


code: FMaterialExpressionKey ( [UMaterialExpression](API\Runtime\Engine\Materials\UMaterialExpression) * InExpression, int32 InOutputIndex, const [FGuid](API\Runtime\Core\Misc\FGuid) & InMaterialAttributeID, bool bInCompilingPreviousFrameKey )


className: FMaterialExpressionKey

description: Uniquely identifies a material expression output. Used by the material compiler to keep track of which output it is compiling.

code: class FMaterialExpressionKey

bCompilingPreviousFrameKey

type: bool

description: Expressions are different (e.g. View.PrevWorldViewOrigin) when using previous frame's values, value if from FHLSLMaterialTranslator::bCompilingPreviousFrame.

Expression

type: UMaterialExpres...

MaterialAttributeID

type: FGuid

description: Attribute currently being compiled through a MatterialAttributes connection.


className: FOnIsClassPathAllowed

description: Delegate to filter class paths from permissions lists

code: typedef TBaseDelegate_OneParam< bool, const [FTopLevelAssetPath](API\Runtime\CoreUObject\UObject\FTopLevelAssetPath) & > FOnIsClassPathAllowed


description: Gets singleton instance

code: static [FMaterialExpressionSettings](API\Runtime\Engine\FMaterialExpressionSettings) * Get()


code: bool HasClassPathFiltering() const


code: bool IsClassPathAllowed ( const [FTopLevelAssetPath](API\Runtime\CoreUObject\UObject\FTopLevelAssetPath) & InClassPath ) const


code: void RegisterIsClassPathAllowedDelegate ( const [FName](API\Runtime\Core\UObject\FName) OwnerName, [FOnIsClassPathAllowed](API\Runtime\Engine\FMaterialExpressionSettings\FOnIsClassPathAllowed) Delegate )


code: void UnregisterIsClassPathAllowedDelegate ( const [FName](API\Runtime\Core\UObject\FName) OwnerName )


className: FMaterialExpressionSettings

description: No destructors are accessible with public or protected access.

code: class FMaterialExpressionSettings


className: CounterBase

code: static constexpr int CounterBase = __COUNTER__;


className: InterfaceType

code: static constexpr [ETypeLayoutInterface::Type](API\Runtime\Core\Serialization\ETypeLayoutInterface__Type) InterfaceType = ETypeLayoutInterface:: NonVirtual;


code: const [FTypeLayoutDesc](API\Runtime\Core\Serialization\FTypeLayoutDesc) & GetTypeLayout() const


code: bool GetExternalTexture ( const [FMaterialRenderContext](API\Runtime\Engine\FMaterialRenderContext) & Context, FTextureRHIRef & OutTextureRHI, FSamplerStateRHIRef & OutSamplerStateRHI ) const


code: static void Initialize &40; FTypeLayoutDesc & TypeDesc &41;


code: template<> struct InternalLinkType< __COUNTER__-CounterBase >


className: InternalLinkType

description: InternalLinkType<COUNTER-CounterBase >

code: template<int Counter> struct InternalLinkType


code: static [FTypeLayoutDesc](API\Runtime\Core\Serialization\FTypeLayoutDesc) & StaticGetTypeLayout()


className: FMaterialExternalTextureParameterInfo

ParameterName

type: FScriptName


code: [FMaterialFunctionCompileState](API\Runtime\Engine\FMaterialFunctionCompileState) * FindOrAddSharedFunctionState ( [FMaterialExpressionKey](API\Runtime\Engine\FMaterialExpressionKey) & ExpressionKey, class [UMaterialExpressionMaterialFunctionCall](API\Runtime\Engine\Materials\UMaterialExpressionMaterialFunct-) * SharedFunctionCall )


code: FMaterialFunctionCompileState ( [UMaterialExpressionMaterialFunctionCall](API\Runtime\Engine\Materials\UMaterialExpressionMaterialFunct-) * InFunctionCall )


className: FMaterialFunctionCompileState

description: Function specific compiler state.

code: class FMaterialFunctionCompileState

ExecExpressionCodeMap

type: TMap<UMaterial...

ExpressionCodeMap

type: TMap<FMaterial...

description: A map from material expression to the index into CodeChunks of the code for the material expression.

ExpressionStack

type: TArray<FMateri...

description: Stack used to avoid re-entry within this function.


description: Returns the appropriate HLSLNode representing the givenUMaterialExpression. The node will be created if it doesn't exist. Otherwise, the tree will be updated to ensure the node is visible in the given scope Note that a givenUMaterialExpressionmay only support 1 of these node types, attempting to access an invalid node type will generate an error

code: const [UE::HLSLTree::FExpression](API\Runtime\Engine\HLSLTree\FExpression) * AcquireExpression ( [UE::HLSLTree::FScope](API\Runtime\Engine\HLSLTree\FScope) & Scope, int32 InputIndex, [UMaterialExpression](API\Runtime\Engine\Materials\UMaterialExpression) * MaterialExpression, int32 OutputIndex, const [UE::HLSLTree::FSwizzleParameters](API\Runtime\Engine\HLSLTree\FSwizzleParameters) & Swizzle )


code: const [UE::HLSLTree::FExpression](API\Runtime\Engine\HLSLTree\FExpression) * AcquireFunctionInputExpression ( [UE::HLSLTree::FScope](API\Runtime\Engine\HLSLTree\FScope) & Scope, const [UMaterialExpressionFunctionInput](API\Runtime\Engine\Materials\UMaterialExpressionFunctionInput) * MaterialExpression )


className: FMaterialFunctionInfo

description: Stores information about a function that this material references, used to know when the material needs to be recompiled.

code: struct FMaterialFunctionInfo

Function

type: TObjectPtr<UMa...

description: The function which this material has a dependency on.

StateId

description: Id that the function had when this material was last compiled.


code: template<typename T> T * AcquireGlobalData()


code: template<typename StringType> bool Error ( const StringType & InError )


code: template<typename FormatType, typename... Types> bool Errorf ( const FormatType & Format, Types... Args )


className: FConnectedInputArray

code: typedef [TArray](API\Runtime\Core\Containers\TArray)< const [UE::HLSLTree::FExpression](API\Runtime\Engine\HLSLTree\FExpression) *, TInlineAllocator< 4 >> FConnectedInputArray


className: FFunctionInputArray

code: typedef [TArray](API\Runtime\Core\Containers\TArray)< const [UMaterialExpressionFunctionInput](API\Runtime\Engine\Materials\UMaterialExpressionFunctionInput) *, TInlineAllocator< 4 >> FFunctionInputArray


className: FFunctionOutputArray

code: typedef [TArray](API\Runtime\Core\Containers\TArray)< [UMaterialExpressionFunctionOutput](API\Runtime\Engine\Materials\UMaterialExpressionFunctionOutpu-) *, TInlineAllocator< 4 >> FFunctionOutputArray


code: template<typename T> T * FindExpressionData ( const [UMaterialExpression](API\Runtime\Engine\Materials\UMaterialExpression) * MaterialExpression )


code: int32 FindInputIndex ( const [FExpressionInput](API\Runtime\Engine\FExpressionInput) * Input ) const


code: int32 FindOrAddCustomExpressionOutputStructId ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< [UE::Shader::FStructFieldInitializer](API\Runtime\Engine\Shader\FStructFieldInitializer) > StructFields )


code: int32 FindOrAddParameterCollection ( [UMaterialParameterCollection](API\Runtime\Engine\Materials\UMaterialParameterCollection) * ParameterCollection )


code: const [UE::HLSLTree::FExpression](API\Runtime\Engine\HLSLTree\FExpression) * GenerateBranch ( [UE::HLSLTree::FScope](API\Runtime\Engine\HLSLTree\FScope) & Scope, const [UE::HLSLTree::FExpression](API\Runtime\Engine\HLSLTree\FExpression) * ConditionExpression, const [UE::HLSLTree::FExpression](API\Runtime\Engine\HLSLTree\FExpression) * TrueExpression, const [UE::HLSLTree::FExpression](API\Runtime\Engine\HLSLTree\FExpression) * FalseExpression )


code: const [UE::HLSLTree::FExpression](API\Runtime\Engine\HLSLTree\FExpression) * GenerateFunctionCall ( [UE::HLSLTree::FScope](API\Runtime\Engine\HLSLTree\FScope) & Scope, [UMaterialFunctionInterface](API\Runtime\Engine\Materials\UMaterialFunctionInterface) * Function, EMaterialParameterAssociation ParameterAssociation, int32 ParameterIndex, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [UE::HLSLTree::FExpression](API\Runtime\Engine\HLSLTree\FExpression) * > ConnectedInputs, int32 OutputIndex )


code: const [UE::HLSLTree::FExpression](API\Runtime\Engine\HLSLTree\FExpression) * GenerateMaterialParameter ( [FName](API\Runtime\Core\UObject\FName) InParameterName, const [FMaterialParameterMetadata](API\Runtime\Engine\FMaterialParameterMetadata) & InParameterMeta, EMaterialSamplerType InSamplerType, const [FGuid](API\Runtime\Core\Misc\FGuid) & InExternalTextureGuid )


code: bool GenerateResult ( [UE::HLSLTree::FScope](API\Runtime\Engine\HLSLTree\FScope) & Scope )


code: bool GenerateStatements ( [UE::HLSLTree::FScope](API\Runtime\Engine\HLSLTree\FScope) & Scope, [UMaterialExpression](API\Runtime\Engine\Materials\UMaterialExpression) * MaterialExpression )


code: const [FMaterialLayersFunctions](API\Runtime\Engine\Materials\FMaterialLayersFunctions) * GetLayerOverrides() const


code: [UMaterialExpression](API\Runtime\Engine\Materials\UMaterialExpression) * GetCurrentExpression() const


code: const [UE::Shader::FValue](API\Runtime\Engine\Shader\FValue) & GetMaterialAttributesDefaultValue() const


code: const [UE::Shader::FStructType](API\Runtime\Engine\Shader\FStructType) * GetMaterialAttributesType() const


code: [FMaterialParameterInfo](API\Runtime\Engine\FMaterialParameterInfo) GetParameterInfo ( const [FName](API\Runtime\Core\UObject\FName) & ParameterName ) const


code: bool GetParameterOverrideValueForCurrentFunction ( EMaterialParameterType ParameterType, [FName](API\Runtime\Core\UObject\FName) ParameterName, [FMaterialParameterMetadata](API\Runtime\Engine\FMaterialParameterMetadata) & OutResult ) const


code: const [UMaterial](API\Runtime\Engine\Materials\UMaterial) * GetTargetMaterial() const


code: [UE::HLSLTree::FTree](API\Runtime\Engine\HLSLTree\FTree) & GetTree() const


code: [UE::Shader::FStructTypeRegistry](API\Runtime\Engine\Shader\FStructTypeRegistry) & GetTypeRegistry() const


className: MaxNumPreviousScopes

code: static constexpr int32 MaxNumPreviousScopes = UE::HLSLTree::MaxNumPreviousScopes;


code: const [UE::HLSLTree::FExpression](API\Runtime\Engine\HLSLTree\FExpression) * NewConstant ( const [UE::Shader::FValue](API\Runtime\Engine\Shader\FValue) & Value )


code: const [UE::HLSLTree::FExpression](API\Runtime\Engine\HLSLTree\FExpression) * NewDefaultInputConstant ( int32 InputIndex, const [UE::Shader::FValue](API\Runtime\Engine\Shader\FValue) & Value )


code: const [UE::HLSLTree::FExpression](API\Runtime\Engine\HLSLTree\FExpression) * NewDefaultInputExternal ( int32 InputIndex, [UE::HLSLTree::Material::EExternalInput](API\Runtime\Engine\UE__HLSLTree__Material__EExterna-) Input )


code: template<typename StringType> const [UE::HLSLTree::FExpression](API\Runtime\Engine\HLSLTree\FExpression) * NewErrorExpression ( const StringType & InError )


code: template<typename FormatType, typename... Types> const [UE::HLSLTree::FExpression](API\Runtime\Engine\HLSLTree\FExpression) * NewErrorExpressionf ( const FormatType & Format, Types... Args )


code: template<typename T, typename... ArgTypes> T * NewExpressionData ( const [UMaterialExpression](API\Runtime\Engine\Materials\UMaterialExpression) * MaterialExpression, ArgTypes... Args )


code: [UE::HLSLTree::FScope](API\Runtime\Engine\HLSLTree\FScope) * NewJoinedScope ( [UE::HLSLTree::FScope](API\Runtime\Engine\HLSLTree\FScope) & Scope )


code: const [UE::HLSLTree::FExpression](API\Runtime\Engine\HLSLTree\FExpression) * NewExternalInput ( [UE::HLSLTree::Material::EExternalInput](API\Runtime\Engine\UE__HLSLTree__Material__EExterna-) Input )


code: [UE::HLSLTree::FScope](API\Runtime\Engine\HLSLTree\FScope) * NewOwnedScope ( [UE::HLSLTree::FStatement](API\Runtime\Engine\HLSLTree\FStatement) & Owner )


code: [UE::HLSLTree::FScope](API\Runtime\Engine\HLSLTree\FScope) * NewScope ( [UE::HLSLTree::FScope](API\Runtime\Engine\HLSLTree\FScope) & Scope, EMaterialNewScopeFlag Flags )


code: const [UE::HLSLTree::FExpression](API\Runtime\Engine\HLSLTree\FExpression) * NewSwizzle ( const [UE::HLSLTree::FSwizzleParameters](API\Runtime\Engine\HLSLTree\FSwizzleParameters) & Params, const [UE::HLSLTree::FExpression](API\Runtime\Engine\HLSLTree\FExpression) * Input )


code: const [UE::HLSLTree::FExpression](API\Runtime\Engine\HLSLTree\FExpression) * NewTexCoord ( int32 Index )


className: Version

code: static const uint32 Version = 1;


code: FMaterialHLSLGenerator ( [UMaterial](API\Runtime\Engine\Materials\UMaterial) * Material, const [FMaterialLayersFunctions](API\Runtime\Engine\Materials\FMaterialLayersFunctions) * InLayerOverrides, [UMaterialExpression](API\Runtime\Engine\Materials\UMaterialExpression) * InPreviewExpression, [FMaterialCachedHLSLTree](API\Runtime\Engine\FMaterialCachedHLSLTree) & OutCachedTree )


className: FMaterialHLSLGenerator

description: MaterialHLSLGenerator is a bridge between a material, and HLSLTree. It facilitates generating HLSL source code for a given material, using HLSLTree

code: class FMaterialHLSLGenerator


className: FMaterialInput

description: FMaterialInput

code: template<class InputType> struct FMaterialInput : public [FExpressionInput](API\Runtime\Engine\FExpressionInput)

Constant

type: InputType

UseConstant

type: uint32:  1


code: static constexpr int CounterBase = __COUNTER__;


code: const [FTypeLayoutDesc](API\Runtime\Core\Serialization\FTypeLayoutDesc) & GetTypeLayout() const


code: static constexpr [ETypeLayoutInterface::Type](API\Runtime\Core\Serialization\ETypeLayoutInterface__Type) InterfaceType = ETypeLayoutInterface:: NonVirtual;


className: InternalBaseType

code: typedef typename [TGetBaseTypeHelper](API\Runtime\Core\Serialization\TGetBaseTypeHelper)< [FMaterialNumericParameterInfo](API\Runtime\Engine\FMaterialNumericParameterInfo) >::Type InternalBaseType


code: static void Initialize &40; FTypeLayoutDesc & TypeDesc &41;


code: template<> struct InternalLinkType< __COUNTER__-CounterBase >


description: InternalLinkType<COUNTER-CounterBase >

code: template<int Counter> struct InternalLinkType


code: static [FTypeLayoutDesc](API\Runtime\Core\Serialization\FTypeLayoutDesc) & StaticGetTypeLayout()


className: FMaterialNumericParameterInfo

code: class FMaterialNumericParameterInfo

ParameterInfo

type: FHashedMaterial...

ParameterType

type: EMaterialParame...


code: bool operator== ( const [FMaterialParameterCollectionInfo](API\Runtime\Engine\FMaterialParameterCollectionInfo) & Other ) const


className: FMaterialParameterCollectionInfo

description: Stores information about a parameter collection that this material references, used to know when the material needs to be recompiled.

code: struct FMaterialParameterCollectionInfo

ParameterCollection

type: TObjectPtr< cla...

description: The collection which this material has a dependency on.

StateId

description: Id that the collection had when this material was last compiled.


description: Destroy, called from the game thread.

code: void GameThread_Destroy()


description: Update the contents of the uniform buffer, called from the game thread. bRecreateUniformBuffer must be false if any components have their rendering state created which might reference this! The calling code is responsible for issuing aFGlobalComponentRecreateRenderStateContextbefore modifying. Otherwise cached mesh draw commands will be left with a dangling pointer.

code: void GameThread_UpdateContents ( const [FGuid](API\Runtime\Core\Misc\FGuid) & InId, const [TArray](API\Runtime\Core\Containers\TArray)< FVector4f > & Data, const [FName](API\Runtime\Core\UObject\FName) & InOwnerName, bool bRecreateUniformBuffer )


code: [FRHIUniformBuffer](API\Runtime\RHI\FRHIUniformBuffer) * GetUniformBuffer() const


code: void AppendString ( [FString](API\Runtime\Core\Containers\FString) & Out ) const


code: bool RemapLayerIndex ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< const int32 > IndexRemap, [FMaterialParameterInfo](API\Runtime\Engine\FMaterialParameterInfo) & OutResult ) const


code: FMaterialParameterInfo ( const struct [FMemoryImageMaterialParameterInfo](API\Runtime\Engine\FMemoryImageMaterialParameterInf-) & Rhs )


code: FMaterialParameterInfo ( const TCHAR * InName, EMaterialParameterAssociation InAssociation, int32 InIndex )


code: FMaterialParameterInfo ( [FName](API\Runtime\Core\UObject\FName) InName, EMaterialParameterAssociation InAssociation, int32 InIndex )


className: FMaterialParameterInfo

code: struct FMaterialParameterInfo

Association

type: TEnumAsByte< EM...

description: Whether this is a global parameter, or part of a layer or blend

Index

description: Layer or blend index this parameter is part of. INDEX_NONE for global parameters.

Name

type: FName


code: FMaterialParameterMetadata ( const [FMaterialParameterValue](API\Runtime\Engine\FMaterialParameterValue) & InValue )


code: FMaterialParameterMetadata ( EMaterialParameterType Type, const [UE::Shader::FValue](API\Runtime\Engine\Shader\FValue) & InValue )


className: FMaterialParameterMetadata

description: Holds a value, along with editor-only metadata that describes that value

code: struct FMaterialParameterMetadata

AssetPath

type: FString

description: Path to the asset (UMaterialorUMaterialFunction) that introduced this parameter

bDynamicSwitchParameter

description: Is a Static Switch parameter using a dynamic branch?

bOverride

description: Is the parameter overriden on the material it was queried from?

bUsedAsAtlasPosition

description: Should curves be used?

bUsedAsChannelMask

description: Valid for Vector parameters

ChannelNames

type: FParameterChann...

description: Name of channels, for Vectors/Textures

Description

description: Description of the parameter, typically taken from the 'Desc' field of the parameter'sUMaterialExpression

ExpressionGuid

description: GUID of theUMaterialExpressionthis parameter came from

Group

description: Name of the parameter's group

Max

type: float

Min

description: UI range for scalar values

ScalarAtlas

type: TSoftObjectPtr<...

ScalarCurve

description: Curve/Atlas used to generate scalar value

SortPriority

description: Used for sorting parameter within the group, in the UI

Value

type: FMaterialParame...


code: [UObject](API\Runtime\CoreUObject\UObject\UObject) * AsTextureObject() const


code: FMaterialParameterValue ( [USparseVolumeTexture](API\Runtime\Engine\SparseVolumeTexture\USparseVolumeTexture) * InValue )


code: FMaterialParameterValue ( const [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [USparseVolumeTexture](API\Runtime\Engine\SparseVolumeTexture\USparseVolumeTexture) > & InValue )


description: Gamethread parameters are typically non-const, but renderthread parameters are const Would be possible to store an additional const-flag member, and provide runtime checks to ensure constness is not violated...maybe worth doing in the future

code: FMaterialParameterValue ( const [UTexture](API\Runtime\Engine\Engine\UTexture) * InValue )


code: FMaterialParameterValue ( const [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< const [UTexture](API\Runtime\Engine\Engine\UTexture) > & InValue )


code: FMaterialParameterValue ( const [URuntimeVirtualTexture](API\Runtime\Engine\VT\URuntimeVirtualTexture) * InValue )


code: FMaterialParameterValue ( const [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< const [URuntimeVirtualTexture](API\Runtime\Engine\VT\URuntimeVirtualTexture) > & InValue )


code: FMaterialParameterValue ( const [USparseVolumeTexture](API\Runtime\Engine\SparseVolumeTexture\USparseVolumeTexture) * InValue )


code: FMaterialParameterValue ( const [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< const [USparseVolumeTexture](API\Runtime\Engine\SparseVolumeTexture\USparseVolumeTexture) > & InValue )


code: FMaterialParameterValue ( bool InValue )


code: FMaterialParameterValue ( const [FStaticComponentMaskValue](API\Runtime\Engine\FStaticComponentMaskValue) & InValue )


code: FMaterialParameterValue ( float InValue )


code: FMaterialParameterValue ( [UFont](API\Runtime\Engine\Engine\UFont) * InValue, int32 InPage )


code: FMaterialParameterValue ( EMaterialParameterType Type, const [UE::Shader::FValue](API\Runtime\Engine\Shader\FValue) & InValue )


code: FMaterialParameterValue ( bool bMaskR, bool bMaskG, bool bMaskB, bool bMaskA )


code: FMaterialParameterValue ( const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & InValue )


code: FMaterialParameterValue ( const FVector3f & InValue )


code: FMaterialParameterValue ( const FVector4d & InValue )


code: FMaterialParameterValue ( [UTexture](API\Runtime\Engine\Engine\UTexture) * InValue )


code: FMaterialParameterValue ( const [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UTexture](API\Runtime\Engine\Engine\UTexture) > & InValue )


code: FMaterialParameterValue ( const [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [URuntimeVirtualTexture](API\Runtime\Engine\VT\URuntimeVirtualTexture) > & InValue )


code: FMaterialParameterValue ( [URuntimeVirtualTexture](API\Runtime\Engine\VT\URuntimeVirtualTexture) * InValue )


className: FMaterialParameterValue

code: struct FMaterialParameterValue

type: union FMaterial...

RuntimeVirtualTexture

type: URuntimeVirtual...

SparseVolumeTexture

type: USparseVolumeTe...

Texture

type: UTexture*

type: UFont*


className: CounterBase

code: static constexpr int CounterBase = __COUNTER__;


code: const [FTypeLayoutDesc](API\Runtime\Core\Serialization\FTypeLayoutDesc) & GetTypeLayout() const


className: InterfaceType

code: static constexpr [ETypeLayoutInterface::Type](API\Runtime\Core\Serialization\ETypeLayoutInterface__Type) InterfaceType = ETypeLayoutInterface:: NonVirtual;


code: typedef typename [TGetBaseTypeHelper](API\Runtime\Core\Serialization\TGetBaseTypeHelper)< [FMaterialProcessedSource](API\Runtime\Engine\FMaterialProcessedSource) >::Type InternalBaseType


code: static void Initialize &40; FTypeLayoutDesc & TypeDesc &41;


code: template<> struct InternalLinkType< __COUNTER__-CounterBase >


className: InternalLinkType

description: InternalLinkType<COUNTER-CounterBase >

code: template<int Counter> struct InternalLinkType


code: static [FTypeLayoutDesc](API\Runtime\Core\Serialization\FTypeLayoutDesc) & StaticGetTypeLayout()


code: FMaterialProcessedSource ( const [FHashedName](API\Runtime\Core\Serialization\FHashedName) & InName, const TCHAR * InSource )


className: FMaterialProcessedSource

code: struct FMaterialProcessedSource

Name

type: FHashedName

Source

type: FMemoryImageStr...


code: bool operator== ( const [FMaterialPSOPrecacheParams](API\Runtime\Engine\FMaterialPSOPrecacheParams) & Other ) const


code: bool operator!= ( const [FMaterialPSOPrecacheParams](API\Runtime\Engine\FMaterialPSOPrecacheParams) & rhs ) const


className: FMaterialPSOPrecacheParams

code: struct FMaterialPSOPrecacheParams

FeatureLevel

type: ERHIFeatureLeve...

Material

type: constFMaterial...

PrecachePSOParams

type: FPSOPrecachePar...

VertexFactoryData

type: FPSOPrecacheVer...


code: void GetTextureParameterValue ( const FHashedMaterialParameterInfo & ParameterInfo, int32 TextureIndex, const [UTexture](API\Runtime\Engine\Engine\UTexture) *& OutValue ) const


code: void GetTextureParameterValue ( const FHashedMaterialParameterInfo & ParameterInfo, int32 TextureIndex, const [URuntimeVirtualTexture](API\Runtime\Engine\VT\URuntimeVirtualTexture) *& OutValue ) const


code: void GetTextureParameterValue ( const FHashedMaterialParameterInfo & ParameterInfo, int32 TextureIndex, const [USparseVolumeTexture](API\Runtime\Engine\SparseVolumeTexture\USparseVolumeTexture) *& OutValue ) const


description: Constructor

code: FMaterialRenderContext ( const [FMaterialRenderProxy](API\Runtime\Engine\Materials\FMaterialRenderProxy) * InMaterialRenderProxy, const [FMaterial](API\Runtime\Engine\FMaterial) & InMaterial, const [FSceneView](API\Runtime\Engine\FSceneView) * InView )


code: FMaterialRenderContext ( const [FMaterialRenderProxy](API\Runtime\Engine\Materials\FMaterialRenderProxy) * InMaterialRenderProxy, const [FMaterial](API\Runtime\Engine\FMaterial) & InMaterial, bool bInShowSelection )


className: FMaterialRenderContext

description: The context of a material being rendered.

code: struct FMaterialRenderContext

bShowSelection

type: bool

description: Whether or not selected objects should use their selection color.

Material

description: Material resource to use.

MaterialRenderProxy

description: Material instance used for the material shader


code: virtual void AddReferencedObjects ( [FReferenceCollector](API\Runtime\CoreUObject\UObject\FReferenceCollector) & Collector )


code: [FGuid](API\Runtime\Core\Misc\FGuid) GetExternalTextureGuid ( const [FGuid](API\Runtime\Core\Misc\FGuid) & ExternalTextureGuid, const [FName](API\Runtime\Core\UObject\FName) & ParameterName, int32 SourceTextureIndex ) const


code: virtual bool AllowNegativeEmissiveColor() const


code: virtual bool CastsRayTracedShadows() const


description: Entry point for compiling a specific material property. This must call SetMaterialProperty.

code: virtual int32 CompilePropertyAndSetMaterialProperty ( EMaterialProperty Property, class [FMaterialCompiler](API\Runtime\Engine\FMaterialCompiler) * Compiler, EShaderFrequency OverrideShaderFrequency, bool bUsePreviousFrameTime ) const


description:
Checks that no pre-compilation errors have been detected and if so it reports them using specified compiler.
whether no errors occurred.

code: virtual bool CheckInValidStateForCompilation ( [FMaterialCompiler](API\Runtime\Engine\FMaterialCompiler) * Compiler ) const


code: virtual bool ComputeFogPerPixel() const


description: Gives the material a chance to compile any custom output nodes it has added

code: virtual void GatherCustomOutputExpressions ( [TArray](API\Runtime\Core\Containers\TArray)< class [UMaterialExpressionCustomOutput](API\Runtime\Engine\Materials\UMaterialExpressionCustomOutput) * > & OutCustomOutputs ) const


description: Gather anyUMaterialExpressionCustomOutputexpressions in the material and referenced function calls

code: virtual void GatherExpressionsForCustomInterpolators ( [TArray](API\Runtime\Core\Containers\TArray)< class [UMaterialExpression](API\Runtime\Engine\Materials\UMaterialExpression) * > & OutExpressions ) const


description: Returns true if this material is allowed to make development shaders via the global CVar CompileShadersForDevelopment.

code: virtual bool GetAllowDevelopmentShaderCompile() const


description: Similar to GetFriendlyName, but but avoids historical behavior of the former, returning the exact asset name for material instances instead of just the material.

code: virtual [FString](API\Runtime\Core\Containers\FString) GetAssetName() const


description: Allows to associate the shader resources with the asset for load order.

code: virtual [FName](API\Runtime\Core\UObject\FName) GetAssetPath() const


description: Useful for debugging.

code: virtual [FString](API\Runtime\Core\Containers\FString) GetBaseMaterialPathName() const


code: virtual int32 GetBlendableLocation() const


code: virtual bool GetBlendableOutputAlpha() const


code: virtual enum EBlendMode GetBlendMode() const


code: virtual bool GetCastDynamicShadowAsMasked() const


code: virtual [FString](API\Runtime\Core\Containers\FString) GetDebugName() const


code: virtual [FDisplacementScaling](API\Runtime\Engine\Engine\FDisplacementScaling) GetDisplacementScaling() const


code: [TStaticArray](API\Runtime\Core\Containers\TStaticArray)< uint16,(int) ELWCFunctionKind::Max > GetEstimatedLWCFuncUsages() const


code: virtual bool GetForwardBlendsSkyLightCubemaps() const


code: virtual [FString](API\Runtime\Core\Containers\FString) GetFriendlyName() const


code: virtual [FString](API\Runtime\Core\Containers\FString) GetFullPath() const


code: void GetEstimatedNumTextureSamples ( uint32 & VSSamples, uint32 & PSSamples ) const


code: const [UMaterial](API\Runtime\Engine\Materials\UMaterial) * GetMaterial() const


code: virtual uint32 GetMaterialDecalResponse() const


code: virtual EMaterialDomain GetMaterialDomain() const


code: virtual enum EMaterialFloatPrecisionMode GetMaterialFloatPrecisionMode() const


description: Gets the Guid that represents this material.

code: virtual [FGuid](API\Runtime\Core\Misc\FGuid) GetMaterialId() const


code: const [UMaterialInstance](API\Runtime\Engine\Materials\UMaterialInstance) * GetMaterialInstance() const


code: virtual [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * GetMaterialInterface() const


description: Returns a string that describes the material's usage for debugging purposes.

code: virtual [FString](API\Runtime\Core\Containers\FString) GetMaterialUsageDescription() const


code: virtual int32 GetNumCustomizedUVs() const


code: virtual [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > > GetReferencedTextures() const


code: virtual float GetOpacityMaskClipValue() const


code: virtual ERefractionCoverageMode GetRefractionCoverageMode() const


code: virtual float GetRefractionDepthBiasValue() const


code: virtual enum ERefractionMode GetRefractionMode() const


code: void GetResourceSizeEx ( [FResourceSizeEx](API\Runtime\Core\ProfilingDebugging\FResourceSizeEx) & CumulativeResourceSize )


code: virtual bool GetRootNodeOverridesDefaultRefraction() const


description: Material properties.

code: virtual void GetShaderMapId ( EShaderPlatform Platform, const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform, [FMaterialShaderMapId](API\Runtime\Engine\FMaterialShaderMapId) & OutId ) const


description: Returns the number of samplers used in this material, or -1 if the material does not have a valid shader map (compile error or still compiling).

code: int32 GetSamplerUsage() const


code: virtual [FMaterialShadingModelField](API\Runtime\Engine\Engine\FMaterialShadingModelField) GetShadingModels() const


code: virtual EMaterialShadingRate GetShadingRate() const


code: virtual void GetStaticParameterSet ( EShaderPlatform Platform, [FStaticParameterSet](API\Runtime\Engine\FStaticParameterSet) & OutSet ) const


code: virtual uint32 GetStencilCompare() const


code: virtual uint32 GetStencilRefValue() const


code: virtual float GetTranslucencyDirectionalLightingIntensity() const


code: virtual enum ETranslucencyLightingMode GetTranslucencyLightingMode() const


code: virtual float GetTranslucentBackscatteringExponent() const


code: virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetTranslucentMultipleScatteringExtinction() const


code: virtual float GetTranslucentSelfShadowDensityScale() const


code: virtual float GetTranslucentSelfShadowSecondDensityScale() const


code: virtual float GetTranslucentSelfShadowSecondOpacity() const


code: virtual float GetTranslucentShadowDensityScale() const


code: virtual float GetTranslucentShadowStartOffset() const


code: void GetUserInterpolatorUsage ( uint32 & NumUsedUVScalars, uint32 & NumUsedCustomInterpolatorScalars ) const


code: virtual bool HasAmbientOcclusionConnected() const


code: virtual bool HasAnisotropyConnected() const


code: virtual bool HasBaseColorConnected() const


code: virtual bool HasDisplacementConnected() const


code: virtual bool HasEmissiveColorConnected() const


description: Deprecated* Should instead check individual properties

code: virtual bool HasMaterialAttributesConnected() const


code: virtual bool HasMaterialPropertyConnected ( EMaterialProperty In ) const


code: virtual bool HasMetallicConnected() const


code: virtual bool HasNormalConnected() const


code: virtual bool HasPerInstanceCustomData() const


code: virtual bool HasPerInstanceRandom() const


code: virtual bool HasPixelDepthOffsetConnected() const


code: virtual bool HasRenderTracePhysicalMaterialOutputs() const


code: virtual bool HasRoughnessConnected() const


code: virtual bool HasRuntimeVirtualTextureOutput() const


code: virtual bool HasSpecularConnected() const


code: virtual bool HasVertexInterpolator() const


code: virtual bool HasVertexPositionOffsetConnected() const


code: virtual bool IsDefaultMaterial() const


code: virtual bool IsDeferredDecal() const


code: virtual bool IsDitheredLODTransition() const


code: virtual bool IsDitherMasked() const


code: virtual bool IsDualBlendingEnabled ( EShaderPlatform Platform ) const


code: virtual bool IsLightFunction() const


code: virtual bool IsMobileHighQualityBRDFEnabled() const


code: virtual bool IsMobileSeparateTranslucencyEnabled() const


description: Should shaders compiled for this material be saved to disk?

code: virtual bool IsPersistent() const


code: virtual bool IsPostProcessMaterial() const


code: virtual bool IsShadingModelFromMaterialExpression() const


code: virtual bool IsSpecialEngineMaterial() const


code: virtual bool IsStencilTestEnabled() const


code: virtual bool IsStrataMaterial() const


code: virtual bool IsTangentSpaceNormal() const


code: virtual bool IsThinSurface() const


code: virtual bool IsTranslucencyAfterDOFEnabled() const


code: virtual bool IsTranslucencyAfterMotionBlurEnabled() const


code: virtual bool IsTranslucencyWritingCustomDepth() const


code: virtual bool IsTranslucencyWritingFrontLayerTransparency() const


code: virtual bool IsTranslucencyWritingVelocity() const


code: virtual bool IsUsedWithAPEXCloth() const


code: virtual bool IsUsedWithEditorCompositing() const


code: virtual bool IsUsedWithBeamTrails() const


code: virtual bool IsUsedWithGeometryCache() const


code: virtual bool IsUsedWithGeometryCollections() const


code: virtual bool IsUsedWithHairStrands() const


code: virtual bool IsUsedWithHeterogeneousVolumes() const


code: virtual bool IsUsedWithInstancedStaticMeshes() const


code: virtual bool IsUsedWithLandscape() const


code: virtual bool IsUsedWithLidarPointCloud() const


code: virtual bool IsUsedWithMeshParticles() const


code: virtual bool IsUsedWithMorphTargets() const


code: virtual bool IsUsedWithNanite() const


code: virtual bool IsUsedWithNiagaraRibbons() const


code: virtual bool IsUsedWithNiagaraMeshParticles() const


code: virtual bool IsUsedWithNiagaraSprites() const


code: virtual bool IsUsedWithParticleSprites() const


code: virtual bool IsUsedWithParticleSystem() const


code: virtual bool IsUsedWithSkeletalMesh() const


code: virtual bool IsUsedWithSplineMeshes() const


code: virtual bool IsUsedWithStaticLighting() const


code: virtual bool IsUsedWithVirtualHeightfieldMesh() const


code: virtual bool IsUsedWithVolumetricCloud() const


code: virtual bool IsUsedWithWater() const


code: virtual bool IsUsingAlphaToCoverage() const


code: virtual bool IsUsingHQForwardReflections() const


description: Should the material be compiled using exec pin?

code: virtual bool IsUsingControlFlow() const


description: Is the material using the new (WIP) HLSL generator?

code: virtual bool IsUsingNewHLSLGenerator() const


code: virtual bool IsUsingPlanarForwardReflections() const


code: virtual bool IsUsingPreintegratedGFForSimpleIBL() const


description: Serializes the material.

code: virtual void LegacySerialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


description: Called when compilation of anFMaterialfinishes, after the GameThreadShaderMap is set and the render command to set the RenderThreadShaderMap is queued


code: virtual bool RequiresSynchronousCompilation() const


code: void SetMaterial ( [UMaterial](API\Runtime\Engine\Materials\UMaterial) * InMaterial )


code: void SetMaterial ( [UMaterial](API\Runtime\Engine\Materials\UMaterial) * InMaterial, [UMaterialInstance](API\Runtime\Engine\Materials\UMaterialInstance) * InInstance, [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) InFeatureLevel, [EMaterialQualityLevel::Type](API\Runtime\Engine\EMaterialQualityLevel__Type) InQualityLevel )


description: Deprecated* Parameter bInHasQualityLevelUsage is deprecated

code: void SetMaterial ( [UMaterial](API\Runtime\Engine\Materials\UMaterial) * InMaterial, [EMaterialQualityLevel::Type](API\Runtime\Engine\EMaterialQualityLevel__Type) InQualityLevel, bool bInHasQualityLevelUsage, [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) InFeatureLevel, [UMaterialInstance](API\Runtime\Engine\Materials\UMaterialInstance) * InInstance )


code: virtual bool IsVolumetricPrimitive() const


code: void SetMaterialInstance ( [UMaterialInstance](API\Runtime\Engine\Materials\UMaterialInstance) * InMaterialInstance )


code: virtual bool ShouldAlwaysEvaluateWorldPositionOffset() const


code: virtual bool ShouldApplyCloudFogging() const


code: virtual bool ShouldApplyFogging() const


code: virtual bool ShouldDisableDepthTest() const


code: virtual bool ShouldDoContactShadows() const


code: virtual bool ShouldEnableResponsiveAA() const


description: Some materials may be loaded early - before the shader library - and need their code inlined

code: virtual bool ShouldInlineShaderCode() const


code: virtual bool ShouldGenerateSphericalParticleNormals() const


code: virtual bool ShouldWriteOnlyAlpha() const


code: virtual bool UseNormalCurvatureToRoughness() const


code: virtual bool UseLmDirectionality() const


className: FMaterialResourceLocOnDisk

code: struct FMaterialResourceLocOnDisk

FeatureLevel

description: ERHIFeatureLevel::Type.

Offset

description: Relative offset to package (uasset/umap + uexp) beginning.

QualityLevel

description: EMaterialQualityLevel::Type.


className: FMaterialResource

description: Implementation of theFMaterialinterface for aUMaterialorUMaterialInstance.

code: class FMaterialResource : public [FMaterial](API\Runtime\Engine\FMaterial)

Material

type: TObjectPtr<UMa...


code: void BeginSerializingMaterialResource()


description: This is overridden for the specific Archive Types

code: virtual [FString](API\Runtime\Core\Containers\FString) GetArchiveName() const


code: void EndSerializingMaterialResource ( const [FMaterialResource](API\Runtime\Engine\FMaterialResource) & Resource )


description:
Gets the custom version numbers for this archive. These are used to check for system or game-specific version numbers.
The container of custom versions in the archive.

code: virtual const [FCustomVersionContainer](API\Runtime\Core\Serialization\FCustomVersionContainer) & GetCustomVersions() const


code: [FMaterialResourceMemoryWriter](API\Runtime\Engine\FMaterialResourceMemoryWriter) & operator= ( const [FMaterialResourceMemoryWriter](API\Runtime\Engine\FMaterialResourceMemoryWriter) & )


code: [FMaterialResourceMemoryWriter](API\Runtime\Engine\FMaterialResourceMemoryWriter) & operator= ( [FMaterialResourceMemoryWriter](API\Runtime\Engine\FMaterialResourceMemoryWriter) && )


description:
This operator can be implemented by sub-classes that wish to serializeFNameinstances.
This instance.

code: virtual [FArchive](API\Runtime\Core\Serialization\FArchive) & operator<< ( class [FName](API\Runtime\Core\UObject\FName) & Value )


code: FMaterialResourceMemoryWriter ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


code: FMaterialResourceMemoryWriter ( const [FMaterialResourceMemoryWriter](API\Runtime\Engine\FMaterialResourceMemoryWriter) & )


code: FMaterialResourceMemoryWriter ( [FMaterialResourceMemoryWriter](API\Runtime\Engine\FMaterialResourceMemoryWriter) && )


className: FMaterialResourceMemoryWriter

code: class FMaterialResourceMemoryWriter : public [FMemoryWriter](API\Runtime\Core\Serialization\FMemoryWriter)


code: [FMaterialResourceProxyReader](API\Runtime\Engine\FMaterialResourceProxyReader) & operator= ( const [FMaterialResourceProxyReader](API\Runtime\Engine\FMaterialResourceProxyReader) & )


code: [FMaterialResourceProxyReader](API\Runtime\Engine\FMaterialResourceProxyReader) & operator= ( [FMaterialResourceProxyReader](API\Runtime\Engine\FMaterialResourceProxyReader) && )


description: Attempts to set the current offset into backing data storage, this will do nothing if there is no storage.

code: virtual void Seek ( int64 InPos )


description: Returns the current location within the backing data storage, which can possibly be passed to Seek later to restore a read/write location. If this returns -1, there is no backing data storage and Seek will not function.

code: virtual int64 Tell()


code: FMaterialResourceProxyReader ( const [FMaterialResourceProxyReader](API\Runtime\Engine\FMaterialResourceProxyReader) & )


code: FMaterialResourceProxyReader ( [FMaterialResourceProxyReader](API\Runtime\Engine\FMaterialResourceProxyReader) && )


code: FMaterialResourceProxyReader ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar, [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) FeatureLevel, [EMaterialQualityLevel::Type](API\Runtime\Engine\EMaterialQualityLevel__Type) QualityLevel )


code: FMaterialResourceProxyReader ( const TCHAR * Filename, uint32 NameMapOffset, [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) FeatureLevel, [EMaterialQualityLevel::Type](API\Runtime\Engine\EMaterialQualityLevel__Type) QualityLevel )


code: virtual ~FMaterialResourceProxyReader()


className: FMaterialResourceProxyReader

code: class FMaterialResourceProxyReader : private [TUniquePtr< FArchive >](API\Runtime\Core\Templates\TUniquePtr), public [FArchiveProxy](API\Runtime\Core\Serialization\FArchiveProxy)


code: FMaterialResourceWriteScope ( [FMaterialResourceMemoryWriter](API\Runtime\Engine\FMaterialResourceMemoryWriter) * InAr, const [FMaterialResource](API\Runtime\Engine\FMaterialResource) & InResource )


className: FMaterialResourceWriteScope

code: class FMaterialResourceWriteScope


code: uint32 AcquireCompilingId ( const [TRefCountPtr](API\Runtime\Core\Templates\TRefCountPtr)< [FSharedShaderCompilerEnvironment](API\Runtime\RenderCore\FSharedShaderCompilerEnvironment) > & InMaterialEnvironment )


code: [FMeshMaterialShaderMap](API\Runtime\Engine\FMeshMaterialShaderMap) * AcquireMeshShaderMap ( const [FVertexFactoryType](API\Runtime\RenderCore\FVertexFactoryType) * VertexFactoryType )


code: [FMeshMaterialShaderMap](API\Runtime\Engine\FMeshMaterialShaderMap) * AcquireMeshShaderMap ( const [FHashedName](API\Runtime\Core\Serialization\FHashedName) & VertexFactoryTypeName )


code: void AddCompilingDependency ( [FMaterial](API\Runtime\Engine\FMaterial) * Material )


description: Reference counting.

code: void AddRef()


className: AllMaterialShaderMaps

description: All material shader maps in memory. No ref counting needed as these are removed on destruction of the shader map.

code: static [TArray](API\Runtime\Core\Containers\TArray)< [FMaterialShaderMap](API\Runtime\Engine\FMaterialShaderMap) * > AllMaterialShaderMaps;


className: AllMaterialShaderMapsGuard

description: Guards access to AllMaterialShaderMaps, which can be written to from an async loading thread.


description: Backs up any FShaders in this shader map to memory through serialization and clearsFShaderreferences.

code: [TArray](API\Runtime\Core\Containers\TArray)< uint8 > * BackupShadersToMemory()


description: Begin an attempts to load the shader map for the given material from the Derived Data Cache. If InOutShaderMap is valid, attempts to load the individual missing shaders instead. Returns (via OutDDCKeyDesc parameter) a helpful string to debug the DDC key and parameters

code: static [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FAsyncLoadContext](API\Runtime\Engine\FMaterialShaderMap\FAsyncLoadContext) > BeginLoadFromDerivedDataCache ( const [FMaterial](API\Runtime\Engine\FMaterial) * Material, const [FMaterialShaderMapId](API\Runtime\Engine\FMaterialShaderMapId) & ShaderMapId, EShaderPlatform Platform, const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform, [TRefCountPtr](API\Runtime\Core\Templates\TRefCountPtr)< [FMaterialShaderMap](API\Runtime\Engine\FMaterialShaderMap) > & InOutShaderMap, [FString](API\Runtime\Core\Containers\FString) & OutDDCKeyDesc )


description:
Compiles the shaders for a material and caches them in this shader map.
Compiles the shaders for a material and caches them in this shader map.

code: void Compile ( [FMaterial](API\Runtime\Engine\FMaterial) * Material, const [FMaterialShaderMapId](API\Runtime\Engine\FMaterialShaderMapId) & ShaderMapId, const [TRefCountPtr](API\Runtime\Core\Templates\TRefCountPtr)< [FSharedShaderCompilerEnvironment](API\Runtime\RenderCore\FSharedShaderCompilerEnvironment) > & MaterialEnvironment, const [FMaterialCompilationOutput](API\Runtime\Engine\FMaterialCompilationOutput) & InMaterialCompilationOutput, EShaderPlatform Platform, EMaterialShaderPrecompileMode PrecompileMode )


description: Collect all possible PSO's which can be used with this material shader map for given parameters - PSOs will be async precached

code: FPSOPrecacheRequestResultArray CollectPSOs ( const [FMaterialPSOPrecacheParams](API\Runtime\Engine\FMaterialPSOPrecacheParams) & PrecacheParams )


code: void CountNumShaders ( int32 & NumShaders, int32 & NumPipelines ) const


code: void DumpDebugInfo ( [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & OutputDevice ) const


code: TRefCountPtr< FMaterialShaderMap > Get&40;&41;


code: virtual &126;FAsyncLoadContext&40;&41;


className: FAsyncLoadContext

description: A context returned by BeginLoadFromDerivedDataCache that can be queried to know the state of the async request.

code: struct FAsyncLoadContext


code: static [FMaterialShaderMap](API\Runtime\Engine\FMaterialShaderMap) * FindCompilingShaderMap ( uint32 CompilingId )


description:
Finds the shader map for a material.
Finds the shader map for a material.
NULL if no cached shader map was found.

code: static [TRefCountPtr](API\Runtime\Core\Templates\TRefCountPtr)< [FMaterialShaderMap](API\Runtime\Engine\FMaterialShaderMap) > FindId ( const [FMaterialShaderMapId](API\Runtime\Engine\FMaterialShaderMapId) & ShaderMapId, EShaderPlatform Platform )


description: Gets outdated types from all loaded material shader maps

code: static void GetAllOutdatedTypes ( [TArray](API\Runtime\Core\Containers\TArray)< const [FShaderType](API\Runtime\RenderCore\FShaderType) * > & OutdatedShaderTypes, [TArray](API\Runtime\Core\Containers\TArray)< const [FShaderPipelineType](API\Runtime\RenderCore\FShaderPipelineType) * > & OutdatedShaderPipelineTypes, [TArray](API\Runtime\Core\Containers\TArray)< const [FVertexFactoryType](API\Runtime\RenderCore\FVertexFactoryType) * > & OutdatedFactoryTypes )


code: const TCHAR * GetDebugDescription() const


code: [TStaticArray](API\Runtime\Core\Containers\TStaticArray)< uint16,(int) ELWCFunctionKind::Max > GetEstimatedLWCFuncUsages() const


code: void GetEstimatedNumTextureSamples ( uint32 & VSSamples, uint32 & PSSamples ) const


code: [FMaterialShaderMap](API\Runtime\Engine\FMaterialShaderMap) * GetFinalizedClone() const


code: const TCHAR * GetFriendlyName() const


code: const TCHAR * GetMaterialPath() const


code: uint32 GetMaxNumInstructionsForShader ( [FShaderType](API\Runtime\RenderCore\FShaderType) * ShaderType ) const


description: Returns the maximum number of texture samplers used by any shader in this shader map.

code: uint32 GetMaxTextureSamplers() const


description: Accessors.

code: const [FMeshMaterialShaderMap](API\Runtime\Engine\FMeshMaterialShaderMap) * GetMeshShaderMap ( const [FVertexFactoryType](API\Runtime\RenderCore\FVertexFactoryType) * VertexFactoryType ) const


code: const [FMeshMaterialShaderMap](API\Runtime\Engine\FMeshMaterialShaderMap) * GetMeshShaderMap ( const [FHashedName](API\Runtime\Core\Serialization\FHashedName) & VertexFactoryTypeName ) const


code: uint32 GetNumUsedUVScalars() const


code: void GetOutdatedTypes ( [TArray](API\Runtime\Core\Containers\TArray)< const [FShaderType](API\Runtime\RenderCore\FShaderType) * > & OutdatedShaderTypes, [TArray](API\Runtime\Core\Containers\TArray)< const [FShaderPipelineType](API\Runtime\RenderCore\FShaderPipelineType) * > & OutdatedShaderPipelineTypes, [TArray](API\Runtime\Core\Containers\TArray)< const [FVertexFactoryType](API\Runtime\RenderCore\FVertexFactoryType) * > & OutdatedFactoryTypes ) const


code: const [TRefCountPtr](API\Runtime\Core\Templates\TRefCountPtr)< [FSharedShaderCompilerEnvironment](API\Runtime\RenderCore\FSharedShaderCompilerEnvironment) > & GetPendingCompilerEnvironment() const


code: template<typename ShaderType> TShaderRef< ShaderType > GetShader ( int32 PermutationId ) const


code: template<typename ShaderType> TShaderRef< ShaderType > GetShader ( const typename ShaderType::FPermutationDomain & PermutationVector ) const


code: TShaderRef< [FShader](API\Runtime\RenderCore\FShader) > GetShader ( [FShaderType](API\Runtime\RenderCore\FShaderType) * ShaderType, int32 PermutationId ) const


code: const [FSHAHash](API\Runtime\Core\Misc\FSHAHash) & GetShaderContentHash() const


description: Builds a list of the shaders in a shader map.

code: void GetShaderList ( [TMap](API\Runtime\Core\Containers\TMap)< [FShaderId](API\Runtime\RenderCore\FShaderId), TShaderRef< [FShader](API\Runtime\RenderCore\FShader) >> & OutShaders ) const


description: Builds a list of the shaders in a shader map. Key is FShaderType::TypeName

code: void GetShaderList ( [TMap](API\Runtime\Core\Containers\TMap)< [FHashedName](API\Runtime\Core\Serialization\FHashedName), TShaderRef< [FShader](API\Runtime\RenderCore\FShader) >> & OutShaders ) const


code: const [FMaterialShaderMapId](API\Runtime\Engine\FMaterialShaderMapId) & GetShaderMapId() const


description: Number of Shaders in Shadermap

code: uint32 GetShaderNum() const


code: const [FMemoryImageString](API\Runtime\Core\Serialization\FMemoryImageString) * GetShaderSource ( const [FVertexFactoryType](API\Runtime\RenderCore\FVertexFactoryType) * VertexFactoryType, const [FShaderType](API\Runtime\RenderCore\FShaderType) * ShaderType, int32 PermutationId ) const


description: Builds a list of the shader pipelines in a shader map.

code: void GetShaderPipelineList ( [TArray](API\Runtime\Core\Containers\TArray)< [FShaderPipelineRef](API\Runtime\RenderCore\FShaderPipelineRef) > & OutShaderPipelines ) const


code: const [FStrataMaterialCompilationOutput](API\Runtime\Engine\Rendering\FStrataMaterialCompilationOutput) & GetStrataMaterialCompilationOutput() const


code: uint8 GetStrataMaterialType() const


code: uint8 GetStrataUintPerPixel() const


code: const [FRHIUniformBufferLayout](API\Runtime\RHI\FRHIUniformBufferLayout) * GetUniformBufferLayout() const


code: const [FUniformExpressionSet](API\Runtime\Engine\FUniformExpressionSet) & GetUniformExpressionSet() const


className: GIdToMaterialShaderMap

description: A global map from a material's static parameter set to any shader map cached for that material. Note: this does not necessarily contain all material shader maps in memory. Shader maps with the same key can evict each other. No ref counting needed as these are removed on destruction of the shader map.

code: static [TMap](API\Runtime\Core\Containers\TMap)< [FMaterialShaderMapId](API\Runtime\Engine\FMaterialShaderMapId), [FMaterialShaderMap](API\Runtime\Engine\FMaterialShaderMap) * > GIdToMaterialShaderMap;


code: void InitalizeForODSC ( EShaderPlatform TargetShaderPlatform, const [FMaterialCompilationOutput](API\Runtime\Engine\FMaterialCompilationOutput) & NewCompilationOutput )


code: bool IsCompilationFinalized() const


description:
Checks whether the material shader map is missing any shader types necessary for the given material.
True if the shader map has all of the shader types necessary.

code: bool IsComplete ( const [FMaterial](API\Runtime\Engine\FMaterial) * Material, bool bSilent )


code: static void LoadForRemoteRecompile ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar, EShaderPlatform ShaderPlatform, [TArray](API\Runtime\Core\Containers\TArray)< [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * > & OutLoadedMaterials )


code: bool IsValidForRendering ( bool bFailOnInvalid ) const


description: Attempts to load the shader map for the given material from the Derived Data Cache. If InOutShaderMap is valid, attempts to load the individual missing shaders instead. Returns (via OutDDCKeyDesc parameter) a helpful string to debug the DDC key and parameters

code: static void LoadFromDerivedDataCache ( const [FMaterial](API\Runtime\Engine\FMaterial) * Material, const [FMaterialShaderMapId](API\Runtime\Engine\FMaterialShaderMapId) & ShaderMapId, EShaderPlatform Platform, const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform, [TRefCountPtr](API\Runtime\Core\Templates\TRefCountPtr)< [FMaterialShaderMap](API\Runtime\Engine\FMaterialShaderMap) > & InOutShaderMap, [FString](API\Runtime\Core\Containers\FString) & OutDDCKeyDesc )


description: Attempts to load missing shaders from memory.

code: void LoadMissingShadersFromMemory ( const [FMaterial](API\Runtime\Engine\FMaterial) * Material )


code: virtual void PostFinalizeContent()


description: Registers a material shader map in the global map so it can be used by materials.

code: void Register ( EShaderPlatform InShaderPlatform )


description: Sorts the incoming compiled jobs into the appropriate mesh shader maps

code: void ProcessCompilationResults ( const [TArray](API\Runtime\Core\Containers\TArray)< [TRefCountPtr](API\Runtime\Core\Templates\TRefCountPtr)< [FShaderCommonCompileJob](API\Runtime\RenderCore\FShaderCommonCompileJob) >> & ICompilationResults, int32 & InOutJobIndex, float & TimeBudget )


code: void RemoveCompilingDependency ( [FMaterial](API\Runtime\Engine\FMaterial) * Material )


code: bool RequiresSceneColorCopy() const


description: Recreates FShaders from the passed in memory, handling shader key changes.

code: void RestoreShadersFromMemory ( const [TArray](API\Runtime\Core\Containers\TArray)< uint8 > & ShaderData )


description: Serializes a shader map to an archive (used with recompiling shaders for a remote console)

code: static void SaveForRemoteRecompile ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar, const [TMap](API\Runtime\Core\Containers\TMap)< [FString](API\Runtime\Core\Containers\FString), [TArray](API\Runtime\Core\Containers\TArray)< [TRefCountPtr](API\Runtime\Core\Templates\TRefCountPtr)< [FMaterialShaderMap](API\Runtime\Engine\FMaterialShaderMap) > > > & CompiledShaderMaps )


code: void SaveShaderStableKeys ( EShaderPlatform TargetShaderPlatform, const struct [FStableShaderKeyAndValue](API\Runtime\RenderCore\FStableShaderKeyAndValue) & SaveKeyVal )


description: Saves this shader map to the derived data cache.

code: void SaveToDerivedDataCache()


description: Serializes the shader map.

code: bool Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar, bool bInlineShaderResources, bool bLoadedByCookedMaterial, bool bInlineShaderCode )


code: void SetCompiledSuccessfully ( bool bSuccess )


description: Submits compile jobs for this shadermap, returns number of jobs submitted.

code: int32 SubmitCompileJobs ( uint32 CompilingShaderMapId, const [FMaterial](API\Runtime\Engine\FMaterial) * Material, const [TRefCountPtr](API\Runtime\Core\Templates\TRefCountPtr)< [FSharedShaderCompilerEnvironment](API\Runtime\RenderCore\FSharedShaderCompilerEnvironment) > & MaterialEnvironment, EShaderCompileJobPriority Priority ) const


code: bool UsesGlobalDistanceField() const


code: bool UsesPathTracingBufferTexture ( uint32 TexId ) const


code: bool UsesVelocitySceneTexture() const


code: bool UsesSceneTexture ( uint32 TexId ) const


code: bool UsesWorldPositionOffset() const


className: FMaterialShaderMap

description: The set of material shaders for a single material.

code: class FMaterialShaderMap : public [TShaderMap< FMaterialShaderMapContent, FShaderMapPointerTable >](API\Runtime\RenderCore\TShaderMap), public [FDeferredCleanupInterface](API\Runtime\RenderCore\FDeferredCleanupInterface)


code: static constexpr int CounterBase = __COUNTER__;


code: void Finalize ( const [FShaderMapResourceCode](API\Runtime\RenderCore\FShaderMapResourceCode) * Code )


code: uint32 GetNumShaderPipelines() const


code: const [FTypeLayoutDesc](API\Runtime\Core\Serialization\FTypeLayoutDesc) & GetTypeLayout() const


code: static constexpr [ETypeLayoutInterface::Type](API\Runtime\Core\Serialization\ETypeLayoutInterface__Type) InterfaceType = ETypeLayoutInterface:: NonVirtual;


className: InternalBaseType

code: typedef typename [TGetBaseTypeHelper](API\Runtime\Core\Serialization\TGetBaseTypeHelper)< [FMaterialShaderMapContent](API\Runtime\Engine\FMaterialShaderMapContent) >::Type InternalBaseType


code: static void Initialize &40; FTypeLayoutDesc & TypeDesc &41;


description: Initialize(FTypeLayoutDesc& TypeDesc)

code: template<> struct InternalLinkType< COUNTER-CounterBase >


description: InternalLinkType<COUNTER-CounterBase >

code: template<int Counter> struct InternalLinkType


code: static [FTypeLayoutDesc](API\Runtime\Core\Serialization\FTypeLayoutDesc) & StaticGetTypeLayout()


code: FMaterialShaderMapContent ( EShaderPlatform InPlatform )


className: FMaterialShaderMapContent

code: class FMaterialShaderMapContent : public [FShaderMapContent](API\Runtime\RenderCore\FShaderMapContent)


description: Appends string representations of this Id to a key string.

code: void AppendKeyString ( [FString](API\Runtime\Core\Containers\FString) & KeyString, bool bIncludeSourceAndMaterialState ) const


code: void AppendStaticParametersString ( [FString](API\Runtime\Core\Containers\FString) & ParamsString ) const


description: Returns true if the requested shader type is a dependency of this shader map Id.

code: bool ContainsShaderPipelineType ( const [FShaderPipelineType](API\Runtime\RenderCore\FShaderPipelineType) * ShaderPipelineType ) const


code: bool ContainsShaderType ( const [FShaderType](API\Runtime\RenderCore\FShaderType) * ShaderType, int32 PermutationId ) const


description: Returns true if the requested vertex factory type is a dependency of this shader map Id.

code: bool ContainsVertexFactoryType ( const [FVertexFactoryType](API\Runtime\RenderCore\FVertexFactoryType) * VFType ) const


description:
Tests this set against another for equality.
true if the sets are equal

code: bool Equals ( const [FMaterialShaderMapId](API\Runtime\Engine\FMaterialShaderMapId) & ReferenceSet, bool bWithStaticParameters ) const


code: void GetMaterialHash ( [FSHAHash](API\Runtime\Core\Misc\FSHAHash) & OutHash ) const


description: Hashes the material-specific part of this shader map Id.

code: void GetMaterialHash ( [FSHAHash](API\Runtime\Core\Misc\FSHAHash) & OutHash, bool bWithStaticParameters ) const


code: const [TOptional](API\Runtime\Core\IO\TOptional)< [FMaterialLayersFunctions::ID](API\Runtime\Engine\Materials\FMaterialLayersFunctions\ID) > & GetMaterialLayersId() const


code: const [TArray](API\Runtime\Core\Containers\TArray)< [FStaticComponentMaskParameter](API\Runtime\Engine\FStaticComponentMaskParameter) > & GetStaticComponentMaskParameters() const


code: const [TArray](API\Runtime\Core\Containers\TArray)< [FStaticSwitchParameter](API\Runtime\Engine\FStaticSwitchParameter) > & GetStaticSwitchParameters() const


code: const [TArray](API\Runtime\Core\Containers\TArray)< [FStaticTerrainLayerWeightParameter](API\Runtime\Engine\FStaticTerrainLayerWeightParamet-) > & GetTerrainLayerWeightParameters() const


description: Ensure content is valid - for example overrides are set deterministically for serialization and sorting

code: bool IsContentValid() const


description:
Tests this set against another for equality
true if the sets are equal

code: bool operator== ( const [FMaterialShaderMapId](API\Runtime\Engine\FMaterialShaderMapId) & ReferenceSet ) const


code: bool operator!= ( const [FMaterialShaderMapId](API\Runtime\Engine\FMaterialShaderMapId) & ReferenceSet ) const


code: void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar, bool bLoadedByCookedMaterial )


code: void SetShaderDependencies ( const [TArray](API\Runtime\Core\Containers\TArray)< [FShaderType](API\Runtime\RenderCore\FShaderType) * > & ShaderTypes, const [TArray](API\Runtime\Core\Containers\TArray)< const [FShaderPipelineType](API\Runtime\RenderCore\FShaderPipelineType) * > & ShaderPipelineTypes, const [TArray](API\Runtime\Core\Containers\TArray)< [FVertexFactoryType](API\Runtime\RenderCore\FVertexFactoryType) * > & VFTypes, EShaderPlatform ShaderPlatform )


description: Updates the Id's static parameter set data. Reset the override parameters for deterministic serializationandcomparison

code: void UpdateFromParameterSet ( const [FStaticParameterSet](API\Runtime\Engine\FStaticParameterSet) & StaticParameters )


className: FMaterialShaderMapId

description: Contains all the information needed to uniquely identify aFMaterialShaderMap.

code: class FMaterialShaderMapId

BaseMaterialId

type: FGuid

description: The base material's StateId.

BasePropertyOverridesHash

type: FSHAHash

description: A hash of the base property overrides for this material instance.

bUsingNewHLSLGenerator

description: Is the material using the new HLSL generator?

FeatureLevel

description: Feature level that the shader map is going to be compiled for.

LayoutParams

type: FPlatformTypeLa...

description: Type layout parameters of the memory image

QualityLevel

type: EMaterialQualit...

description: Quality level that this shader map is going to be compiled at.

ReferencedFunctions

type: TArray<FGuid>

description: Guids of any functions the material was dependent on.

ReferencedParameterCollections

description: Guids of any Parameter Collections the material was dependent on.

ShaderPipelineTypeDependencies

type: TArray<FShader...

description: Shader pipeline types of shader pipelines that are inlined in this shader map in the DDC.

ShaderTypeDependencies

description: Shader types of shaders that are inlined in this shader map in the DDC.

StrataCompilationConfig

type: FStrataCompilat...

description: The Strata configuration used when compiling this material, can be tweaked in the material editor for live visualization of simplification.

TextureReferencesHash

description: Hash of the textures referenced by the uniform expressions in the shader map.

Usage

type: EMaterialShader...

description: Indicates what use case this shader map will be for.

UsageCustomOutput

type: FString

description: Name of which specific custom output this shader map will be a use case for.

VertexFactoryTypeDependencies

type: TArray<FVertex...

description: Vertex factory types of shaders that are inlined in this shader map in the DDC.


code: FMaterialShaderParameters ( const [FMaterial](API\Runtime\Engine\FMaterial) * InMaterial )


className: FMaterialShaderParameters

code: struct FMaterialShaderParameters

type: union FMaterial...

bAlwaysEvaluateWorldPositionOffset

type: uint64:  1

BlendMode

type: EBlendMode

MaterialDomain

type: EMaterialDomain

ShadingModels

type: FMaterialShadin...


code: template<typename ShaderType> bool TryGetComputeShader ( TShaderRef< ShaderType > & OutShader ) const


code: template<typename ShaderType> bool TryGetComputeShader ( TShaderRef< ShaderType > * OutShader ) const


code: template<typename ShaderType> bool TryGetGeometryShader ( TShaderRef< ShaderType > & OutShader ) const


code: template<typename ShaderType> bool TryGetGeometryShader ( TShaderRef< ShaderType > * OutShader ) const


code: template<typename ShaderType> bool TryGetMeshShader ( TShaderRef< ShaderType > & OutShader ) const


code: template<typename ShaderType> bool TryGetMeshShader ( TShaderRef< ShaderType > * OutShader ) const


code: bool TryGetPipeline ( [FShaderPipelineRef](API\Runtime\RenderCore\FShaderPipelineRef) & OutPipeline ) const


code: template<typename ShaderType> bool TryGetPixelShader ( TShaderRef< ShaderType > & OutShader ) const


code: template<typename ShaderType> bool TryGetPixelShader ( TShaderRef< ShaderType > * OutShader ) const


code: template<typename ShaderType> bool TryGetShader ( EShaderFrequency InFrequency, TShaderRef< ShaderType > & OutShader ) const


code: template<typename ShaderType> bool TryGetShader ( EShaderFrequency InFrequency, TShaderRef< ShaderType > * OutShader ) const


code: template<typename ShaderType> bool TryGetVertexShader ( TShaderRef< ShaderType > & OutShader ) const


code: template<typename ShaderType> bool TryGetVertexShader ( TShaderRef< ShaderType > * OutShader ) const


className: FMaterialShaders

code: struct FMaterialShaders

Pipeline

type: FShaderPipeline...

ShaderMap

type: constFShaderMa...

Shaders

type: FShader*[S...


description: Enqueues a compilation for a new shader of this type.

code: void BeginCompileShader ( EShaderCompileJobPriority Priority, uint32 ShaderMapJobId, int32 PermutationId, const [FMaterial](API\Runtime\Engine\FMaterial) * Material, const [FMaterialShaderMapId](API\Runtime\Engine\FMaterialShaderMapId) & ShaderMapId, [FSharedShaderCompilerEnvironment](API\Runtime\RenderCore\FSharedShaderCompilerEnvironment) * MaterialEnvironment, EShaderPlatform Platform, EShaderPermutationFlags PermutationFlags, [TArray](API\Runtime\Core\Containers\TArray)< [TRefCountPtr](API\Runtime\Core\Templates\TRefCountPtr)< [FShaderCommonCompileJob](API\Runtime\RenderCore\FShaderCommonCompileJob) >> & NewJobs, const [FString](API\Runtime\Core\Containers\FString) & DebugGroupName, const TCHAR * DebugDescription, const TCHAR * DebugExtension ) const


code: static void BeginCompileShaderPipeline ( EShaderCompileJobPriority Priority, uint32 ShaderMapJobId, EShaderPlatform Platform, EShaderPermutationFlags PermutationFlags, const [FMaterial](API\Runtime\Engine\FMaterial) * Material, const [FMaterialShaderMapId](API\Runtime\Engine\FMaterialShaderMapId) & ShaderMapId, [FSharedShaderCompilerEnvironment](API\Runtime\RenderCore\FSharedShaderCompilerEnvironment) * MaterialEnvironment, const [FShaderPipelineType](API\Runtime\RenderCore\FShaderPipelineType) * ShaderPipeline, [TArray](API\Runtime\Core\Containers\TArray)< [TRefCountPtr](API\Runtime\Core\Templates\TRefCountPtr)< [FShaderCommonCompileJob](API\Runtime\RenderCore\FShaderCommonCompileJob) >> & NewJobs, const [FString](API\Runtime\Core\Containers\FString) & DebugGroupName, const TCHAR * DebugDescription, const TCHAR * DebugExtension )


className: CompiledShaderInitializerType

code: struct CompiledShaderInitializerType : public [FShaderCompiledShaderInitializerType](API\Runtime\RenderCore\FShaderCompiledShaderInitializer-)

DebugDescription

type: constFString

UniformExpressionSet

type: constFUniformE...


code: CompiledShaderInitializerType &40; const FShaderType &42; InType, int32 InPermutationId, const FShaderCompilerOutput & CompilerOutput, const FUniformExpressionSet & InUniformExpressionSet, const FSHAHash & InMaterialShaderMapHash, const FShaderPipelineType &42; InShaderPipeline, const FVertexFactoryType &42; InVertexFactoryType, const FString & InDebugDescription &41;


description: Either creates a new instance of this type or returns an equivalent existing shader.

code: [FShader](API\Runtime\RenderCore\FShader) * FinishCompileShader ( const [FUniformExpressionSet](API\Runtime\Engine\FUniformExpressionSet) & UniformExpressionSet, const [FSHAHash](API\Runtime\Core\Misc\FSHAHash) & MaterialShaderMapHash, const [FShaderCompileJob](API\Runtime\RenderCore\FShaderCompileJob) & CurrentJob, const [FShaderPipelineType](API\Runtime\RenderCore\FShaderPipelineType) * ShaderPipeline, const [FString](API\Runtime\Core\Containers\FString) & InDebugDescription ) const


code: static bool ShouldCompilePipeline ( const [FShaderPipelineType](API\Runtime\RenderCore\FShaderPipelineType) * ShaderPipelineType, EShaderPlatform Platform, const [FMaterialShaderParameters](API\Runtime\Engine\FMaterialShaderParameters) & MaterialParameters, EShaderPermutationFlags Flags )


description:
Checks if the shader type should be cached for a particular platform and material.
True if this shader type should be cached.

code: bool ShouldCompilePermutation ( EShaderPlatform Platform, const [FMaterialShaderParameters](API\Runtime\Engine\FMaterialShaderParameters) & MaterialParameters, int32 PermutationId, EShaderPermutationFlags Flags ) const


code: FMaterialShaderType ( [FTypeLayoutDesc](API\Runtime\Core\Serialization\FTypeLayoutDesc) & InTypeLayout, const TCHAR * InName, const TCHAR * InSourceFilename, const TCHAR * InFunctionName, uint32 InFrequency, int32 InTotalPermutationCount, [ConstructSerializedType](API\Runtime\RenderCore\FShaderType\ConstructSerializedType) InConstructSerializedRef, [ConstructCompiledType](API\Runtime\RenderCore\FShaderType\ConstructCompiledType) InConstructCompiledRef, [ShouldCompilePermutationType](API\Runtime\RenderCore\FShaderType\ShouldCompilePermutationType) InShouldCompilePermutationRef, [GetRayTracingPayloadTypeType](API\Runtime\RenderCore\FShaderType\GetRayTracingPayloadTypeType) InGetRayTracingPayloadTypeRef, [ModifyCompilationEnvironmentType](API\Runtime\RenderCore\FShaderType\ModifyCompilationEnvironmentType) InModifyCompilationEnvironmentRef, [ValidateCompiledResultType](API\Runtime\RenderCore\FShaderType\ValidateCompiledResultType) InValidateCompiledResultRef, uint32 InTypeSize, const [FShaderParametersMetadata](API\Runtime\RenderCore\FShaderParametersMetadata) * InRootParametersMetadata )


code: template<typename [ShaderType](API\Runtime\Engine\FMaterialShaderTypes\ShaderType)> const [FShaderType](API\Runtime\RenderCore\FShaderType) * AddShaderType ( int32 InPermutationId )


className: FMaterialShaderType

description: A shader meta type for material-linked shaders.

code: class FMaterialShaderType : public [FShaderType](API\Runtime\RenderCore\FShaderType)


code: const [FShaderType](API\Runtime\RenderCore\FShaderType) * AddShaderType ( const [FShaderType](API\Runtime\RenderCore\FShaderType) * InType, int32 InPermutationId )


description: Sets up the environment used to compile an instance of this shader type.

code: void SetupCompileEnvironment ( EShaderPlatform Platform, const [FMaterialShaderParameters](API\Runtime\Engine\FMaterialShaderParameters) & MaterialParameters, int32 PermutationId, EShaderPermutationFlags Flags, [FShaderCompilerEnvironment](API\Runtime\RenderCore\FShaderCompilerEnvironment) & Environment ) const


className: FMaterialShaderTypes

code: struct FMaterialShaderTypes

PipelineType

type: constFShaderPi...

ShaderType

type: constFShaderTy...


className: CounterBase

code: static constexpr int CounterBase = __COUNTER__;


code: void GetGameThreadTextureValue ( const [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * MaterialInterface, const [FMaterial](API\Runtime\Engine\FMaterial) & Material, [UTexture](API\Runtime\Engine\Engine\UTexture) *& OutValue ) const


code: void GetGameThreadTextureValue ( const [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * MaterialInterface, const [FMaterial](API\Runtime\Engine\FMaterial) & Material, [USparseVolumeTexture](API\Runtime\Engine\SparseVolumeTexture\USparseVolumeTexture) *& OutValue ) const


code: const [FTypeLayoutDesc](API\Runtime\Core\Serialization\FTypeLayoutDesc) & GetTypeLayout() const


className: InterfaceType

code: static constexpr [ETypeLayoutInterface::Type](API\Runtime\Core\Serialization\ETypeLayoutInterface__Type) InterfaceType = ETypeLayoutInterface:: NonVirtual;


code: typedef typename [TGetBaseTypeHelper](API\Runtime\Core\Serialization\TGetBaseTypeHelper)< [FMaterialTextureParameterInfo](API\Runtime\Engine\FMaterialTextureParameterInfo) >::Type InternalBaseType


code: static void Initialize &40; FTypeLayoutDesc & TypeDesc &41;


code: template<> struct InternalLinkType< __COUNTER__-CounterBase >


className: InternalLinkType

description: InternalLinkType<COUNTER-CounterBase >

code: template<int Counter> struct InternalLinkType


code: static [FTypeLayoutDesc](API\Runtime\Core\Serialization\FTypeLayoutDesc) & StaticGetTypeLayout()


className: FMaterialTextureParameterInfo

code: class FMaterialTextureParameterInfo

ParameterInfo

type: FHashedMaterial...

SamplerSource

type: TEnumAsByte< ES...


className: FMaterialTextureValue

code: struct FMaterialTextureValue

ExternalTextureGuid

type: FGuid

ParameterInfo

type: FMaterialParame...

SamplerType

type: EMaterialSample...

Texture

type: UTexture*


code: typedef typename [TGetBaseTypeHelper](API\Runtime\Core\Serialization\TGetBaseTypeHelper)< [FMaterialUniformPreshaderField](API\Runtime\Engine\FMaterialUniformPreshaderField) >::Type InternalBaseType


className: FMaterialUniformPreshaderField

code: class FMaterialUniformPreshaderField

ComponentIndex

description: Offset in the uniform buffer where result will be written


code: typedef typename [TGetBaseTypeHelper](API\Runtime\Core\Serialization\TGetBaseTypeHelper)< [FMaterialUniformPreshaderHeader](API\Runtime\Engine\FMaterialUniformPreshaderHeader) >::Type InternalBaseType


className: FMaterialUniformPreshaderHeader

code: class FMaterialUniformPreshaderHeader

FieldIndex

description: Size of the preshader opcodes

OpcodeSize

description: Offset of the preshader opcodes, within the material's buffer


description: Add a material that has been updated to the context.

code: void AddMaterial ( [UMaterial](API\Runtime\Engine\Materials\UMaterial) * Material )


description: Adds a material instance that has been updated to the context.

code: void AddMaterialInstance ( [UMaterialInstance](API\Runtime\Engine\Materials\UMaterialInstance) * Instance )


description: Adds a material interface that has been updated to the context.

code: void AddMaterialInterface ( [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * Instance )


className: Type

code: enum Type { ReregisterComponents = 0x1, SyncWithRenderingThread = 0x2, RecreateRenderStates = 0x4, Default = RecreateRenderStates | SyncWithRenderingThread, }


className: EOptions

description: Options controlling what is done before/after the material is updated.

code: struct EOptions


code: const [TSet](API\Runtime\Core\Containers\TSet)< [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * > & GetUpdatedMaterials() const


description: Destructor.

code: ~FMaterialUpdateContext()


description: Initialization constructor.

code: FMaterialUpdateContext ( uint32 Options, EShaderPlatform InShaderPlatform )


className: FMaterialUpdateContext

description: This class takes care of all of the details you need to worry about when modifying aUMaterialon the main thread. This class shouldalwaysbe used when doing so!

code: class FMaterialUpdateContext


description: Add space for a layer in the stack. Returns an index that can be used forSetLayer().

code: uint32 AddLayer()


description: Returns true if we have allocated the maximum number of layers for this stack.

code: bool AreLayersFull() const


code: static constexpr int CounterBase = __COUNTER__;


description: Find the layer in the stack that was set with this expression index.

code: int32 FindLayer ( int32 UniformExpressionIndex ) const


description: Get the number of layers allocated in the stack.

code: uint32 GetNumLayers() const


description: Get theURuntimeVirtualTextureobject if one was used to initialize this stack.

code: void GetTextureValue ( const [FMaterialRenderContext](API\Runtime\Engine\FMaterialRenderContext) & Context, const [FUniformExpressionSet](API\Runtime\Engine\FUniformExpressionSet) & UniformExpressionSet, const [URuntimeVirtualTexture](API\Runtime\Engine\VT\URuntimeVirtualTexture) *& OutValue ) const


description: Get theUSparseVolumeTextureobject if one was used to initialize this stack.

code: void GetTextureValue ( const [FMaterialRenderContext](API\Runtime\Engine\FMaterialRenderContext) & Context, const [FUniformExpressionSet](API\Runtime\Engine\FUniformExpressionSet) & UniformExpressionSet, const [USparseVolumeTexture](API\Runtime\Engine\SparseVolumeTexture\USparseVolumeTexture) *& OutValue ) const


description: Get the array ofUTextureobjects for the expressions that in the layers of this stack. Can return nullptr objects for layers that don't holdUTexture2Dreferences.

code: void GetTextureValues ( const [FMaterialRenderContext](API\Runtime\Engine\FMaterialRenderContext) & Context, const [FUniformExpressionSet](API\Runtime\Engine\FUniformExpressionSet) & UniformExpressionSet, [UTexture](API\Runtime\Engine\Engine\UTexture) const ** OutValues ) const


code: const [FTypeLayoutDesc](API\Runtime\Core\Serialization\FTypeLayoutDesc) & GetTypeLayout() const


className: InternalBaseType

code: typedef typename [TGetBaseTypeHelper](API\Runtime\Core\Serialization\TGetBaseTypeHelper)< [FMaterialVirtualTextureStack](API\Runtime\Engine\FMaterialVirtualTextureStack) >::Type InternalBaseType


code: static constexpr [ETypeLayoutInterface::Type](API\Runtime\Core\Serialization\ETypeLayoutInterface__Type) InterfaceType = ETypeLayoutInterface:: NonVirtual;


code: static void Initialize &40; FTypeLayoutDesc & TypeDesc &41;


code: template<> struct InternalLinkType< __COUNTER__-CounterBase >


description: Returns true if this is a stack that with a preallocated layout of layers (for example when we are using aURuntimeVirtualTexture).

code: bool IsPreallocatedStack() const


description: InternalLinkType<COUNTER-CounterBase >

code: template<int Counter> struct InternalLinkType


code: void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


description: Set an expression index at a layer in the stack.

code: uint32 SetLayer ( int32 LayerIndex, int32 UniformExpressionIndex )


code: static [FTypeLayoutDesc](API\Runtime\Core\Serialization\FTypeLayoutDesc) & StaticGetTypeLayout()


description: Construct with a texture index when this references a preallocated VT stack (for example when we are using aURuntimeVirtualTexture).

code: FMaterialVirtualTextureStack ( int32 InPreallocatedStackTextureIndex )


className: FMaterialVirtualTextureStack

code: class FMaterialVirtualTextureStack

LayerUniformExpressionIndices

description: Indices of the expressions that were set to layers in this stack.

NumLayers

description: Number of layers that have been allocated in this stack.

PreallocatedStackTextureIndex

description: Indexof a texture reference if we create a stack from a single known texture that has it's own layer stack.


code: void SetMatrix ( const FMatrix & Mat )


code: void SetMatrixTranspose ( const FMatrix & Mat )


description: 3x4 matrix of floating point values.

code: struct FMatrix3x4


code: static constexpr int CounterBase = __COUNTER__;


code: bool RemapLayerIndex ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< const int32 > IndexRemap, [FMemoryImageMaterialParameterInfo](API\Runtime\Engine\FMemoryImageMaterialParameterInf-) & OutResult ) const


code: FMemoryImageMaterialParameterInfo ( const [FMaterialParameterInfo](API\Runtime\Engine\FMaterialParameterInfo) & Rhs )


code: FMemoryImageMaterialParameterInfo ( const TCHAR * InName, EMaterialParameterAssociation InAssociation, int32 InIndex )


code: FMemoryImageMaterialParameterInfo ( const [FName](API\Runtime\Core\UObject\FName) & InName, EMaterialParameterAssociation InAssociation, int32 InIndex )


code: FMemoryImageMaterialParameterInfo ( const [FScriptName](API\Runtime\Core\UObject\FScriptName) & InName, EMaterialParameterAssociation InAssociation, int32 InIndex )


className: FMemoryImageMaterialParameterInfo

Association

type: TEnumAsByte< EM...

Name

type: FScriptName


description: Todo: can be optimized with a single function that returns multiple states (Translucent, Decal, Masked)

code: bool IsDecal ( [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) InFeatureLevel ) const


code: bool IsDualBlend ( [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) InFeatureLevel ) const


code: bool IsMasked ( [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) InFeatureLevel ) const


code: bool IsTranslucent ( [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) InFeatureLevel ) const


code: void PreparePrimitiveUniformBuffer ( const [FPrimitiveSceneProxy](API\Runtime\Engine\FPrimitiveSceneProxy) * PrimitiveSceneProxy, [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) FeatureLevel )


code: bool UseForHairStrands ( [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) InFeatureLevel ) const


code: bool Validate ( const [FPrimitiveSceneProxy](API\Runtime\Engine\FPrimitiveSceneProxy) * SceneProxy, [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) FeatureLevel ) const


description: Default constructor.

code: FMeshBatch()


className: FMeshBatch

description: A batch of mesh elements, all with the same material and vertex buffer

code: struct FMeshBatch

BatchHitProxyId

type: FHitProxyId

description: The current hit proxy ID being rendered.

bCanApplyViewModeOverrides

type: uint32:  1

description: Whether view mode overrides can be applied to this mesh eg unlit, wireframe.

bDitheredLODTransition

description: Whether the mesh batch should apply dithered LOD.

bOverlayMaterial

description: Whether mesh is rendered with overlay material.

bRenderToVirtualTexture

description: Whether the mesh batch can be rendered to virtual textures.

bSelectable

description: Whether the mesh batch can be selected through editor selection, aka hit proxies.

bUseSelectionOutline

description: Whether the batch should receive the selection outline.

bUseWireframeSelectionColoring

description: Whether to treat the batch as selected in special viewmodes like wireframe.

bViewDependentArguments

description: Whether mesh has a view dependent draw arguments.

CastShadow

description: Pass feature relevance flags.

DepthPriorityGroup

type: uint32:  3

description: E.g. SDPG_World (default), SDPG_Foreground

Elements

type: TArray<FMeshBa...

LCI

type: constFLightCac...

description: Can be NULL

LODIndex

description: LOD index of the mesh, used for fading LOD transitions.

MaterialRenderProxy

type: constFMaterial...

description: Material proxy for rendering, required.

MeshIdInPrimitive

description: Mesh Id in a primitive. Used for stable sorting of draws belonging to the same primitive.

RuntimeVirtualTextureMaterialType

type: uint32:  Runtim...

description: What virtual texture material type this mesh batch should be rendered with.

TessellationDisablingShadowMapMeshSize

type: float

description: This is the threshold that will be used to know if we should use this mesh batch or use one with no tessellation enabled

Type

type: uint32:  PT_Num...

description: E.g. PT_TriangleList(default), PT_LineList, ..

VertexFactory

type: constFVertexFa...

description: Vertex factory for rendering, required.

VisualizeHLODIndex

description: Conceptual HLOD index used for the HLOD Coloration visualization.

VisualizeLODIndex

description: Conceptual LOD index used for the LOD Coloration visualization.


code: FMeshBatchAndRelevance ( const [FMeshBatch](API\Runtime\Engine\FMeshBatch) & InMesh, const [FPrimitiveSceneProxy](API\Runtime\Engine\FPrimitiveSceneProxy) * InPrimitiveSceneProxy, [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) FeatureLevel )


className: FMeshBatchAndRelevance

description: A reference to a mesh batch that is added to the collector, together with some cached relevance flags.

code: struct FMeshBatchAndRelevance

Mesh

type: constFMeshBatc...

PrimitiveSceneProxy

type: constFPrimitiv...

description: The render info for the primitive which created this mesh, required.


code: void EnableInstanceDynamicData ( bool bEnable )


code: void EnableInstanceLocalBounds ( bool bEnable )


description: Computes the full float4 stride of the instance's payload data. NOTE: Needs to align with GetInstancePayloadDataOffsets in SceneData.ush

code: uint32 GetPayloadFloat4Stride() const


code: void SetNumInstanceCustomDataFloats ( uint32 NumFloats )


code: void SetPayloadDataFlags ( uint16 Flags, bool bValue )


code: void Validate ( uint32 NumInstances ) const


className: FMeshBatchDynamicPrimitiveData

description: NOTES:

code: struct FMeshBatchDynamicPrimitiveData

DataWriterGPU

type: FGPUSceneWriteD...

DataWriterGPUPass

type: EGPUSceneGPUWri...

InstanceCustomData

type: TConstArrayView...


className: FMeshBatchElement

description: A batch mesh element definition.

code: struct FMeshBatchElement

type: union FMeshBatc...

DynamicIndexBuffer

type: FMeshBatchEleme...

description: Store dynamic index buffer This is used for objects whose triangles are dynamically sorted for a particular view (i.e., per-object order-independent-transparency)

DynamicPrimitiveData

description: Source instance scene data and payload data for dynamic primitives.

IndexBuffer

type: constFIndexBuf...

description: The index buffer to draw the mesh batch with.

IndirectArgsBuffer

type: FRHIBuffer*...

InstancedLODIndex

type: uint32:  4

InstanceRuns

type: uint32 *

description: If !bIsSplineProxy, Instance runs, where number of runs is specified by NumInstances.

LooseParametersUniformBuffer

type: FUniformBufferR...

description: Uniform buffer containing the "loose" parameters that aren't wrapped in other uniform buffers.

NumInstances

description: Number of instances to draw.

NumPrimitives

description: When 0, IndirectArgsBuffer will be used.

PrimitiveIdMode

type: EPrimitiveIdMod...

description: Assigned by renderer

PrimitiveUniformBuffer

type: FRHIUniformBuff...

description: Primitive uniform buffer RHI Must be null for vertex factories that manually fetch primitive data from scene data, in which case FPrimitiveSceneProxy::UniformBuffer will be used.

PrimitiveUniformBufferResource

type: constTUniformB...

description: Primitive uniform buffer to use for rendering, used when PrimitiveUniformBuffer is null.

SkinCacheDebugColor

type: FColor

description: Skin Cache debug visualization color.

SplineMeshSceneProxy

type: const FSplineMe...

description: If bIsSplineProxy, a pointer back to the proxy

UserData

type: const void *...

VertexFactoryUserData

type: void *

description: Meaning depends on the vertex factory, e.g.FGPUSkinPassthroughVertexFactory: element index in FGPUSkinCache::CachedElements.

VisualizeElementIndex

description: Conceptual element index used for debug viewmodes.


description: Returns true if the allocation is valid.

code: bool IsValid() const


code: bool operator== ( const [FMeshBoneInfo](API\Runtime\Engine\FMeshBoneInfo) & B ) const


className: FMeshBatchElementDynamicIndexBuffer


code: FMeshBoneInfo ( const [FName](API\Runtime\Core\UObject\FName) & InName, const [FString](API\Runtime\Core\Containers\FString) & InExportName, int32 InParentIndex )


className: FMeshBoneInfo

description: This contains Reference-skeleton related info Bone transform is saved as FTransform array

code: struct FMeshBoneInfo

ExportName

type: FString

description: Name used for export (this should be exact asFNamemay mess with case)

Name

type: FName

description: Bone's name.

ParentIndex

description: INDEX_NONE if this is the root bone.


code: static void SetLodGroupForStaticMesh ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh )


className: FMeshBudgetProjectSettingsUtils

code: class FMeshBudgetProjectSettingsUtils


className: FMeshBuilderOneFrameResources

code: class FMeshBuilderOneFrameResources : public [FOneFrameResource](API\Runtime\Engine\FOneFrameResource)

IndexBuffer

type: FPooledDynamicM...

PrimitiveUniformBuffer

type: FDynamicMeshPri...


code: void Empty ( int32 Slack, int32 NumTexCoords )


className: FMeshBuildVertexData

code: struct FMeshBuildVertexData

Color

type: TArray<FColor...

Position

type: TArray< FVector...

UVs

type: TArray<TArray<...


className: FMeshCardsBuildData

code: class FMeshCardsBuildData

bMostlyTwoSided

type: bool

Bounds

type: FBox

CardBuildData

type: TArray<FLumenC...

DebugData

type: FLumenCardBuild...

description: Temporary debug visualization data, don't serialize.


description: Deprecated* AddTask has been deprecated.

code: FORCEINLINEvoid AddTask ( [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void()> && Task )


description: Adds a mesh batch to the collector for the specified view so that it can be rendered.

code: void AddMesh ( int32 ViewIndex, [FMeshBatch](API\Runtime\Engine\FMeshBatch) & MeshBatch )


code: FORCEINLINEvoid AddTask ( const [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void()> & Task )


code: void AddViewMeshArrays ( [FSceneView](API\Runtime\Engine\FSceneView) * InView, [TArray](API\Runtime\Core\Containers\TArray)< [FMeshBatchAndRelevance](API\Runtime\Engine\FMeshBatchAndRelevance), SceneRenderingAllocator > * ViewMeshes, [FSimpleElementCollector](API\Runtime\Engine\FSimpleElementCollector) * ViewSimpleElementCollector, FGPUScenePrimitiveCollector * InDynamicPrimitiveCollector, [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) InFeatureLevel, [FGlobalDynamicIndexBuffer](API\Runtime\RenderCore\FGlobalDynamicIndexBuffer) * InDynamicIndexBuffer, [FGlobalDynamicVertexBuffer](API\Runtime\RenderCore\FGlobalDynamicVertexBuffer) * InDynamicVertexBuffer, [FGlobalDynamicReadBuffer](API\Runtime\RenderCore\FGlobalDynamicReadBuffer) *InDynamicReadBuffer#[if](API\Plugins\NetcodeUnitTest\if) UE_ENABLE_DEBUG_DRAWING, [FSimpleElementCollector](API\Runtime\Engine\FSimpleElementCollector) * InDebugSimpleElementCollector )


description: Allocates anFMeshBatchthat can be safely referenced by the collector (lifetime will be long enough). Returns a reference that will not be invalidated due to furtherAllocateMesh()calls.


description: Allocates a temporary resource that is safe to be referenced by anFMeshBatchadded to the collector.

code: template<typename T, typename... ARGS> T & AllocateOneFrameResource ( ARGS &&... Args )


className: FMeshBuildVertexView

code: struct FMeshBuildVertexView

Color

type: TStridedView<F...

Position

type: TStridedView< F...

UVs

type: TArray<TStride...


code: [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * GetDebugPDI ( int32 ViewIndex )


description: Return dynamic index buffer for this collector.


description: Return dynamic read buffer for this collector.


description: Return dynamic vertex buffer for this collector.


description: number of MeshBatches collected (so far) for a given view

code: uint32 GetMeshBatchCount ( uint32 ViewIndex ) const


description: Number of elemenets collected so far for a given view.

code: uint32 GetMeshElementCount ( uint32 ViewIndex ) const


description: Accesses the PDI for drawing lines, sprites, etc.

code: [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * GetPDI ( int32 ViewIndex )


description: Deprecated* ProcessTasks has been deprecated.

code: void ProcessTasks()


description: Add a material render proxy that will be cleaned up automatically

code: void RegisterOneFrameMaterialProxy ( [FMaterialRenderProxy](API\Runtime\Engine\Materials\FMaterialRenderProxy) * Proxy )


code: void SetPrimitive ( const [FPrimitiveSceneProxy](API\Runtime\Engine\FPrimitiveSceneProxy) * InPrimitiveSceneProxy, [FHitProxyId](API\Runtime\Engine\FHitProxyId) DefaultHitProxyId )


description: Deprecated* ShouldUseTasks has been deprecated.

code: FORCEINLINEbool ShouldUseTasks() const


code: FMeshElementCollector ( [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) InFeatureLevel, FSceneRenderingBulkObjectAllocator & InBulkAllocator )


className: CounterBase

code: static constexpr int CounterBase = __COUNTER__;


code: const [FTypeLayoutDesc](API\Runtime\Core\Serialization\FTypeLayoutDesc) & GetTypeLayout() const


description: Accessors.

code: const [FHashedName](API\Runtime\Core\Serialization\FHashedName) & GetVertexFactoryTypeName() const


className: InterfaceType

code: static constexpr [ETypeLayoutInterface::Type](API\Runtime\Core\Serialization\ETypeLayoutInterface__Type) InterfaceType = ETypeLayoutInterface:: NonVirtual;


className: FMeshElementCollector

description: Encapsulates the gathering of meshes from the variousFPrimitiveSceneProxyclasses.

code: class FMeshElementCollector

DebugSimpleElementCollectors

type: TArray<FSimple...

DynamicIndexBuffer

type: FGlobalDynamicI...

description: Dynamic buffer pools.

DynamicPrimitiveCollectorPerView

type: TArray< FGPUSce...

description: Tracks dynamic primitive data for upload to GPU Scene for every view, when enabled.

DynamicReadBuffer

type: FGlobalDynamicR...

DynamicVertexBuffer

type: FGlobalDynamicV...

FeatureLevel

type: ERHIFeatureLeve...

MeshBatches

description: Meshes to render

MeshBatchStorage

type: TChunkedArray< ...

description: UsingTChunkedArraywhich will never realloc as new elements are added

MeshIdInPrimitivePerView

type: TArray< uint16,...

description: Current Mesh Id In Primitive per view

NumMeshBatchElementsPerView

type: TArray< int32, ...

description: Number of elements in gathered meshes per view.

OneFrameResources

type: FSceneRendering...

description: Resources that will be deleted at the end of the frame.

PrimitiveSceneProxy

type: constFPrimitiv...

description: Current primitive being gathered.

SimpleElementCollectors

description: PDIs

TemporaryProxies

type: TArray<FMateri...

description: Material proxies that will be deleted at the end of the frame.

Views

type: TArray<FSceneV...

description: Views being collected for


className: InternalBaseType

code: typedef typename [TGetBaseTypeHelper](API\Runtime\Core\Serialization\TGetBaseTypeHelper)< [FMeshMaterialShaderMap](API\Runtime\Engine\FMeshMaterialShaderMap) >::Type InternalBaseType


code: static void Initialize &40; FTypeLayoutDesc & TypeDesc &41;


description: Initialize(FTypeLayoutDesc& TypeDesc)

code: template<> struct InternalLinkType< COUNTER-CounterBase >


className: InternalLinkType

description: InternalLinkType<COUNTER-CounterBase >

code: template<int Counter> struct InternalLinkType


code: void LoadMissingShadersFromMemory ( const [FSHAHash](API\Runtime\Core\Misc\FSHAHash) & MaterialShaderMapHash, const [FMaterial](API\Runtime\Engine\FMaterial) * Material, EShaderPlatform Platform )


code: static [FTypeLayoutDesc](API\Runtime\Core\Serialization\FTypeLayoutDesc) & StaticGetTypeLayout()


code: FMeshMaterialShaderMap ( EShaderPlatform InPlatform, const [FHashedName](API\Runtime\Core\Serialization\FHashedName) & InVertexFactoryTypeName )


className: FMeshMaterialShaderMap

description: The shaders which the render the material on a mesh generated by a particular vertex factory type.

code: class FMeshMaterialShaderMap : public [FShaderMapContent](API\Runtime\RenderCore\FShaderMapContent)