code: class UMaterialExpressionStrataSingleLayerWaterBSDF : public [UMaterialExpressionStrataBSDF](API\Runtime\Engine\Materials\UMaterialExpressionStrataBSDF)

BaseColor

description: Surface base color. (type = float3, unit = unitless, defaults to black)

ColorScaleBehindWater

description: A scale to apply on the scene color behind the water surface.

EmissiveColor

description: Emissive color on top of the surface (type = float3, unit = luminance, defaults to 0.0)

Metallic

description: Whether the surface represents a dielectric (such as plastic) or a conductor (such as metal).

Normal

description: The normal of the surface (type = float3, unit = unitless, defaults to +Z vector)

description: Controls how rough the Material is.

Specular

description: Specular amount (type = float, unit = unitless, defaults to 0.5)

TopMaterialOpacity

description: Opacity of the material layered on top of the water (type = float3, unit = unitless, defaults to 0.0)

WaterExtinction

description: The rate at which light is absorbed or out-scattered by the medium.


description: Create the new shader code chunk needed for the Abs expressionIndexto the new FMaterialCompiler::CodeChunk entry for this expression

module: Engine

code: virtual int32 Compile ( class [FMaterialCompiler](API\Runtime\Engine\FMaterialCompiler) * Compiler, int32 OutputIndex )


className: FComplexity

code: struct FComplexity

bStrataMaterialIsComplex

type: bool


description: Recursively parse nodes outputing strata material in order to gather all the possible shading models used in a material graph output a Strata material.

code: virtual void GatherStrataMaterialInfo ( [FStrataMaterialInfo](API\Runtime\Engine\Engine\FStrataMaterialInfo) & StrataMaterialInfo, int32 OutputIndex )


description: Returns the text to display on the material expression (in the material editor).FStringThe text to display.

code: virtual void GetCaption ( [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutCaptions ) const


description: Get a tooltip for the specified connector.

code: virtual void GetConnectorToolTip ( int32 InputIndex, int32 OutputIndex, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutToolTip )


description: Get a tooltip for the expression itself.

code: virtual void GetExpressionToolTip ( [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutToolTip )


code: virtual [FName](API\Runtime\Core\UObject\FName) GetInputName ( int32 InputIndex ) const


code: virtual uint32 GetInputType ( int32 InputIndex )


code: virtual uint32 GetOutputType ( int32 OutputIndex )


description: Marks certain expression types as outputting Strata material. Allows the material functions to directly return a Strata material as output pin.

code: virtual bool IsResultStrataMaterial ( int32 OutputIndex )


description: A starta material is a tree with FrontMateiral being its root and BSDF being leaves, with operators in the middle. This recursively parse nodes outputing strata material in order to gather the maximum distance to any leaves. This is used to drive the bottom up order processing of those nodes.

code: virtual [FStrataOperator](API\Runtime\Engine\Rendering\FStrataOperator) * StrataGenerateMaterialTopologyTree ( class [FMaterialCompiler](API\Runtime\Engine\FMaterialCompiler) * Compiler, class [UMaterialExpression](API\Runtime\Engine\Materials\UMaterialExpression) * Parent, int32 OutputIndex )


code: UMaterialExpressionStrataSlabBSDF ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UMaterialExpressionStrataSlabBSDF

code: class UMaterialExpressionStrataSlabBSDF : public [UMaterialExpressionStrataBSDF](API\Runtime\Engine\Materials\UMaterialExpressionStrataBSDF)

Anisotropy

type: FExpressionInpu...

description: Controls the anisotropy factor of the roughness.

bUseSSSDiffusion

type: uint32:  1

description: Whether to use light diffusion (i.e., SSS diffusion) or wrap-approximation for material with scattering behavior.

DiffuseAlbedo

description: Defines the diffused albedo, the percentage of light reflected as diffuse from the surface.

EmissiveColor

description: Emissive color on top of the surface (type = float3, unit = luminance, default = 0)

description: Defines the color and brightness of the specular highlight where the surface is facing the camera.

description: Defines the color of the specular highlight where the surface normal is 90 degrees from the view direction.

FuzzAmount

description: The amount of fuzz on top of the surface used to simulate cloth-like appearance.

FuzzColor

description: The base color of the fuzz.

FuzzRoughness

description: Controls how rough the Fuzz layer is.

GlintUV

description: The parameterization of the surface required to position glints on a surface.

GlintValue

description: This represent the logarithm of the micro facet density.

Normal

description: Take the surface normal as input.

Roughness

description: Controls how rough the Material is.

SecondRoughness

description: Controls the roughness of a secondary specular lobe.

SecondRoughnessWeight

description: The weight of the second specular lobe using SecondRoughness.

SpecularProfile

type: TObjectPtr< cla...

description: SpecularProfile, for modulating specular appearance and simulating more complex visuals such as iridescence.

SSSMFP

description: Chromatic mean free path .

SSSMFPScale

description: Scale the mean free path radius of the SSS profile according to a value between 0 and 1.

SSSPhaseAnisotropy

description: Phase function anisotropy.

SubsurfaceProfile

description: SubsurfaceProfile, for Screen Space Subsurface Scattering.

Tangent

description: Take a surface tangent as input.


code: UMaterialExpressionStrataThinFilm ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UMaterialExpressionStrataThinFilm

code: class UMaterialExpressionStrataThinFilm : public [UMaterialExpressionStrataUtilityBase](API\Runtime\Engine\Materials\UMaterialExpressionStrataUtility-)

IOR

description: Thin film IOR

Normal

description: The normal of the surface to consider.

Thickness

description: Thin film controls the thin film layer coating the current slab.


code: UMaterialExpressionStrataTransmittanceToMFP ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: The desired thickness in centimeter.

TransmittanceColor

description: The colored transmittance for a view perpendicular to the surface.


description: Create the new shader code chunk needed for the Abs expressionIndexto the new FMaterialCompiler::CodeChunk entry for this expression


code: UMaterialExpressionStrataUI ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UMaterialExpressionStrataUI

code: class UMaterialExpressionStrataUI : public [UMaterialExpressionStrataBSDF](API\Runtime\Engine\Materials\UMaterialExpressionStrataBSDF)

Color

description: The output color of the UI element.

Opacity

description: The coverage of the UI element: the more the value is high, the less the back buffer will be visible.


description: Recursively parse nodes outputing strata material in order to gather all the possible shading models used in a material graph output a Strata material.


code: UMaterialExpressionStrataUnlitBSDF ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UMaterialExpressionStrataUnlitBSDF

code: class UMaterialExpressionStrataUnlitBSDF : public [UMaterialExpressionStrataBSDF](API\Runtime\Engine\Materials\UMaterialExpressionStrataBSDF)

EmissiveColor

description: Emissive color on top of the surface (type = float3, unit = Luminance, default = 0)

Normal

description: The surface normal.

TransmittanceColor

description: The amount of transmitted light from the back side of the surface to the front side of the surface (type = float3, unit = unitless, defaults to 1)


code: UMaterialExpressionStrataUtilityBase ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: Returns the text to display on the material expression (in the material editor).FStringThe text to display.

code: virtual void GetCaption ( [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutCaptions ) const


className: UMaterialExpressionStrataUtilityBase

code: class UMaterialExpressionStrataUtilityBase : public [UMaterialExpression](API\Runtime\Engine\Materials\UMaterialExpression)


code: virtual [FName](API\Runtime\Core\UObject\FName) GetInputName ( int32 InputIndex ) const


code: virtual uint32 GetInputType ( int32 InputIndex )


code: virtual uint32 GetOutputType ( int32 OutputIndex )


description: Marks certain expression types as outputting Strata material. Allows the material functions to directly return a Strata material as output pin.

code: virtual bool IsResultStrataMaterial ( int32 OutputIndex )


description: A starta material is a tree with FrontMateiral being its root and BSDF being leaves, with operators in the middle. This recursively parse nodes outputing strata material in order to gather the maximum distance to any leaves. This is used to drive the bottom up order processing of those nodes.

code: virtual [FStrataOperator](API\Runtime\Engine\Rendering\FStrataOperator) * StrataGenerateMaterialTopologyTree ( class [FMaterialCompiler](API\Runtime\Engine\FMaterialCompiler) * Compiler, [UMaterialExpression](API\Runtime\Engine\Materials\UMaterialExpression) * Parent, int32 OutputIndex )


code: UMaterialExpressionStrataVerticalLayering ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: class UMaterialExpressionStrataVerticalLayering : public [UMaterialExpressionStrataBSDF](API\Runtime\Engine\Materials\UMaterialExpressionStrataBSDF)

Base

description: Substrate material layer below the Top material layer

bUseParameterBlending

description: Merge Top and Base into a single material by mixing their inputs rather than their evaluation.

Thickness

description: Thickness of the Top material layer

Top

description: Substrate material layer on top of the Base material layer


code: virtual [FStrataOperator](API\Runtime\Engine\Rendering\FStrataOperator) * StrataGenerateMaterialTopologyTree ( class [FMaterialCompiler](API\Runtime\Engine\FMaterialCompiler) * Compiler, class [UMaterialExpression](API\Runtime\Engine\Materials\UMaterialExpression) * Parent, int32 OutputIndex )


code: UMaterialExpressionStrataVolumetricFogCloudBSDF ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: class UMaterialExpressionStrataVolumetricFogCloudBSDF : public [UMaterialExpressionStrataBSDF](API\Runtime\Engine\Materials\UMaterialExpressionStrataBSDF)

Albedo

description: The single scattering Albedo defining the overall color of the Material (type = float3, unit = unitless, default = 0)

AmbientOcclusion

description: Ambient occlusion: 1 means no occlusion while 0 means fully occluded.

EmissiveColor

description: Emissive color of the medium (type = float3, unit = luminance, default = 0)

Extinction

description: The rate at which light is absorbed or scattered by the medium.


code: virtual int32 Compile ( class [FMaterialCompiler](API\Runtime\Engine\FMaterialCompiler) * Compiler, int32 OutputIndex )


code: virtual void GatherStrataMaterialInfo ( [FStrataMaterialInfo](API\Runtime\Engine\Engine\FStrataMaterialInfo) & StrataMaterialInfo, int32 OutputIndex )


code: UMaterialExpressionStrataWeight ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UMaterialExpressionStrataWeight

code: class UMaterialExpressionStrataWeight : public [UMaterialExpressionStrataBSDF](API\Runtime\Engine\Materials\UMaterialExpressionStrataBSDF)

A

description: Substrate material

Weight

description: Weight to apply to the Substrate material BSDFs


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


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


description: Override to enable multiple outputs.

code: virtual int32 GetNumOutputs() const


code: UMaterialExpressionSubsurfaceMediumMaterialOutput ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: virtual bool GenerateHLSLExpression ( [FMaterialHLSLGenerator](API\Runtime\Engine\FMaterialHLSLGenerator) & Generator, [UE::HLSLTree::FScope](API\Runtime\Engine\HLSLTree\FScope) & Scope, int32 OutputIndex, [UE::HLSLTree::FExpression](API\Runtime\Engine\HLSLTree\FExpression) const *& OutExpression ) const


description: Material output expression for setting the mean free path and scattering distribution properties of subsurface profile (for the Path Tracer Only).

code: class UMaterialExpressionSubsurfaceMediumMaterialOutput : public [UMaterialExpressionCustomOutput](API\Runtime\Engine\Materials\UMaterialExpressionCustomOutput)

MeanFreePath

description: Input for mean free path (cm).

ScatteringDistribution

description: Input for scattering distribution. Valid range is (-1, 1). Fallback to zero if not set


description: Returns the keywords that should be used when searching for this expression

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetKeywords() const


code: virtual void GetCaption ( [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutCaptions ) const


code: UMaterialExpressionSubtract ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UMaterialExpressionSubtract

code: class UMaterialExpressionSubtract : public [UMaterialExpression](API\Runtime\Engine\Materials\UMaterialExpression)

ConstA

type: float

description: Only used if A is not hooked up

ConstB

description: Only used if B is not hooked up


code: virtual [FName](API\Runtime\Core\UObject\FName) GetInputName ( int32 InputIndex ) const


code: virtual [FExpressionInput](API\Runtime\Engine\FExpressionInput) * GetInput ( int32 InputIndex )


description: Get the expression inputs supported by this expression (Note: property inputs NOT included).

code: virtual [TArrayView](API\Runtime\Core\Containers\TArrayView)< [FExpressionInput](API\Runtime\Engine\FExpressionInput) * > GetInputsView()


code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetCreationName() const


code: virtual uint32 GetInputType ( int32 InputIndex )


description: Called when a property on this object has been modified externally

code: virtual void PostEditChangeProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


description: Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables.

code: virtual void Serialize ( [FStructuredArchive::FRecord](API\Runtime\Core\Serialization\FStructuredArchive\FRecord) Record )


code: UMaterialExpressionSwitch ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UMaterialExpressionSwitch

code: class UMaterialExpressionSwitch : public [UMaterialExpression](API\Runtime\Engine\Materials\UMaterialExpression)

ConstDefault

description: Only used if Selector is not hooked up

ConstSwitchValue

description: Only used if Selector is not hooked up

Description

type: FString

Inputs

type: TArray< struct ...


description: Create the new shader code chunk needed for the Abs expressionIndexto the new FMaterialCompiler::CodeChunk entry for this expression

code: virtual int32 Compile ( class [FMaterialCompiler](API\Runtime\Engine\FMaterialCompiler) * Compiler, int32 OutputIndex )


code: UMaterialExpressionTangent ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UMaterialExpressionTangent

code: class UMaterialExpressionTangent : public [UMaterialExpression](API\Runtime\Engine\Materials\UMaterialExpression)


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


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


description: Override to enable multiple outputs.

code: virtual int32 GetNumOutputs() const


code: UMaterialExpressionTangentOutput ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UMaterialExpressionTangentOutput

code: class UMaterialExpressionTangentOutput : public [UMaterialExpressionCustomOutput](API\Runtime\Engine\Materials\UMaterialExpressionCustomOutput)


description: Returns the text to display on the material expression (in the material editor).FStringThe text to display.

code: virtual void GetCaption ( [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutCaptions ) const


code: UMaterialExpressionTemporalSobol ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UMaterialExpressionTemporalSobol

code: class UMaterialExpressionTemporalSobol : public [UMaterialExpression](API\Runtime\Engine\Materials\UMaterialExpression)


description: Returns true ifGetReferencedTexture()can ever return a valid pointer.

code: virtual bool CanReferenceTexture() const


description: Get a single line description of the material expression (used for lists)

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


description: text overlaid over the preview in the material editor

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetPreviewOverlayText() const


description: Callback to get any texture reference this expression emits. This is used to link the compiled uniform expressions with their default texture values. AnyUMaterialExpressionwhose compilation creates a texture uniform expression (eg Compiler->Texture, Compiler->TextureParameter) must implement this.

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


description:
Returns the default sampler type for the specified texture.
the default sampler type for the specified texture.

code: static EMaterialSamplerType GetSamplerTypeForTexture ( const [UTexture](API\Runtime\Engine\Engine\UTexture) * Texture, bool ForceNoVT )


code: virtual void PostEditChangeProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


code: UMaterialExpressionTextureBase ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: Verify that the texture and sampler type. Generates a compiler waring if they do not.

code: static bool VerifySamplerType ( [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) FeatureLevel, const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform, const [UTexture](API\Runtime\Engine\Engine\UTexture) * Texture, EMaterialSamplerType SamplerType, [FString](API\Runtime\Core\Containers\FString) & OutErrorMessage )


className: UMaterialExpressionTextureBase

code: class UMaterialExpressionTextureBase : public [UMaterialExpression](API\Runtime\Engine\Materials\UMaterialExpression)

IsDefaultMeshpaintTexture

type: uint8: 1

description: Is default selected texture when using mesh paint mode texture painting

SamplerType

type: TEnumAsByte< EM...

Texture

type: TObjectPtr<UTe...


code: virtual int32 Compile ( class [FMaterialCompiler](API\Runtime\Engine\FMaterialCompiler) * Compiler, int32 OutputIndex )


code: virtual bool GenerateHLSLExpression ( [FMaterialHLSLGenerator](API\Runtime\Engine\FMaterialHLSLGenerator) & Generator, [UE::HLSLTree::FScope](API\Runtime\Engine\HLSLTree\FScope) & Scope, int32 OutputIndex, [UE::HLSLTree::FExpression](API\Runtime\Engine\HLSLTree\FExpression) const *& OutExpression ) const


code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetKeywords() const


description: Automatically determines and set the sampler type for the current texture.

code: void AutoSetSampleType()


description:
MatchesSearchQuery: Check this expression to see if it matches the search query
true if the expression matches the search query

code: virtual bool MatchesSearchQuery ( const TCHAR * SearchQuery )


code: UMaterialExpressionTextureCoordinate ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UMaterialExpressionTextureCoordinate

code: class UMaterialExpressionTextureCoordinate : public [UMaterialExpression](API\Runtime\Engine\Materials\UMaterialExpression)

CoordinateIndex

description: Texture coordinate index

UnMirrorU

type: uint32: 1

description: Would like to unmirror U or V

UTiling

description: Controls how much the texture tiles horizontally, by scaling the U component of the vertex UVs by the specified amount.

VTiling

description: Controls how much the texture tiles vertically, by scaling the V component of the vertex UVs by the specified amount.


code: virtual int32 CompilePreview ( class [FMaterialCompiler](API\Runtime\Engine\FMaterialCompiler) * Compiler, int32 OutputIndex )


code: virtual void GetCaption ( [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutCaptions ) const


code: virtual uint32 GetOutputType ( int32 InputIndex )


description:
Return true if the texture is a movie texture
true/false

code: virtual bool TextureIsValid ( [UTexture](API\Runtime\Engine\Engine\UTexture) * InTexture, [FString](API\Runtime\Core\Containers\FString) & OutMessage )


description: Node which creates a texture parameter and outputs the texture object itself, instead of sampling the texture first. This is used with material functions to implement texture parameters without actually putting the parameter in the function.


code: UMaterialExpressionTextureObjectParameter ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: virtual uint32 GetOutputType ( int32 OutputIndex )


description: Called when a property on this object has been modified externally

code: virtual void PostEditChangeProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


code: UMaterialExpressionTextureObject ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UMaterialExpressionTextureObject

code: class UMaterialExpressionTextureObject : public [UMaterialExpressionTextureBase](API\Runtime\Engine\Materials\UMaterialExpressionTextureBase)


code: virtual uint32 GetInputType ( int32 InputIndex )


description: Fill the array with all textures dependence that should trig a recompile of the material.

code: virtual void GetTexturesForceMaterialRecompile ( [TArray](API\Runtime\Core\Containers\TArray)< [UTexture](API\Runtime\Engine\Engine\UTexture) * > & Textures ) const


code: UMaterialExpressionTextureProperty ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: Can this node be renamed?

code: virtual bool CanRenameNode() const


className: UMaterialExpressionTextureProperty

code: class UMaterialExpressionTextureProperty : public [UMaterialExpression](API\Runtime\Engine\Materials\UMaterialExpression)

Property

description: Texture property to be accessed


code: virtual bool GenerateHLSLExpression ( [FMaterialHLSLGenerator](API\Runtime\Engine\FMaterialHLSLGenerator) & Generator, [UE::HLSLTree::FScope](API\Runtime\Engine\HLSLTree\FScope) & Scope, int32 OutputIndex, [UE::HLSLTree::FExpression](API\Runtime\Engine\HLSLTree\FExpression) const *& OutExpression ) const


description: Create the new shader code chunk needed for the Abs expressionIndexto the new FMaterialCompiler::CodeChunk entry for this expression

code: virtual int32 Compile ( class [FMaterialCompiler](API\Runtime\Engine\FMaterialCompiler) * Compiler, int32 OutputIndex )


description: Returns the current 'name' of the node (typically a parameter name). Only valid to call on a node that previously returnedCanRenameNode()= true.

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


code: virtual bool GetParameterValue ( [FMaterialParameterMetadata](API\Runtime\Engine\FMaterialParameterMetadata) & OutMeta ) const


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


description: Callback to access derived classes' parameter expression id.

code: virtual [FGuid](API\Runtime\Core\Misc\FGuid) & GetParameterExpressionId()


description: Parameter Name functions, this is requires as multiple class have ParameterName but are notUMaterialExpressionParameterdue to class hierarchy.

code: virtual bool HasAParameterName() const


code: virtual bool MatchesSearchQuery ( const TCHAR * SearchQuery )


description: Sets the default texture if none is set

code: virtual void SetDefaultTexture()


description: Sets the current 'name' of the node (typically a parameter name) Only valid to call on a node that previously returnedCanRenameNode()= true.

code: virtual void SetEditableName ( const [FString](API\Runtime\Core\Containers\FString) & NewName )


code: virtual bool SetParameterValue ( const [FName](API\Runtime\Core\UObject\FName) & Name, const [FMaterialParameterMetadata](API\Runtime\Engine\FMaterialParameterMetadata) & Meta, EMaterialExpressionSetParameterValueFlags Flags )


code: virtual void SetParameterName ( const [FName](API\Runtime\Core\UObject\FName) & Name )


code: bool SetParameterValue ( [FName](API\Runtime\Core\UObject\FName) InParameterName, [UTexture](API\Runtime\Engine\Engine\UTexture) * InValue, EMaterialExpressionSetParameterValueFlags Flags )


code: virtual bool TextureIsValid ( [UTexture](API\Runtime\Engine\Engine\UTexture) * InTexture, [FString](API\Runtime\Core\Containers\FString) & OutMessage )


code: virtual void ValidateParameterName ( const bool bAllowDuplicateName )


code: UMaterialExpressionTextureSampleParameter ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: class UMaterialExpressionTextureSampleParameter : public [UMaterialExpressionTextureSample](API\Runtime\Engine\Materials\UMaterialExpressionTextureSample)

ChannelNames

type: FParameterChann...

ExpressionGUID

type: FGuid

description: GUID that should be unique within the material, this is used for parameter renaming.

Group

type: FName

description: The name of the parameter Group to display in MaterialInstance Editor. Default is None group

SortPriority

description: Controls where the this parameter is displayed in a material instance parameter list.


description:
Called by the editor to query whether a property of this object is allowed to be modified. The property editor uses this to disable controls for properties that should not be changed. When overriding this function you should always call the parent implementation first.
true if the property can be modified in the editor, otherwise false

code: virtual bool CanEditChange ( const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * InProperty ) const


code: int32 CompileMipValue0 ( class [FMaterialCompiler](API\Runtime\Engine\FMaterialCompiler) * Compiler )


code: virtual int32 Compile ( class [FMaterialCompiler](API\Runtime\Engine\FMaterialCompiler) * Compiler, int32 OutputIndex )


description: If true, discards the output index when caching this expression which allows more cases to re-use the output instead of adding a separate instruction

code: virtual bool CanIgnoreOutputIndex()


code: int32 CompileMipValue1 ( class [FMaterialCompiler](API\Runtime\Engine\FMaterialCompiler) * Compiler )


code: virtual bool GenerateHLSLExpression ( [FMaterialHLSLGenerator](API\Runtime\Engine\FMaterialHLSLGenerator) & Generator, [UE::HLSLTree::FScope](API\Runtime\Engine\HLSLTree\FScope) & Scope, int32 OutputIndex, [UE::HLSLTree::FExpression](API\Runtime\Engine\HLSLTree\FExpression) const *& OutExpression ) const


code: bool GenerateHLSLExpressionBase ( [FMaterialHLSLGenerator](API\Runtime\Engine\FMaterialHLSLGenerator) & Generator, [UE::HLSLTree::FScope](API\Runtime\Engine\HLSLTree\FScope) & Scope, const [UE::HLSLTree::FExpression](API\Runtime\Engine\HLSLTree\FExpression) * TextureExpression, [UE::HLSLTree::FExpression](API\Runtime\Engine\HLSLTree\FExpression) const *& OutExpression ) const


description: Returns the text to display on the material expression (in the material editor).FStringThe text to display.

code: virtual void GetCaption ( [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutCaptions ) const


code: virtual [FExpressionInput](API\Runtime\Engine\FExpressionInput) * GetInput ( int32 InputIndex )


code: virtual [FName](API\Runtime\Core\UObject\FName) GetInputName ( int32 InputIndex ) const


description: Get the expression inputs supported by this expression (Note: property inputs NOT included).

code: virtual [TArrayView](API\Runtime\Core\Containers\TArrayView)< [FExpressionInput](API\Runtime\Engine\FExpressionInput) * > GetInputsView()


description: Get a tooltip for the specified connector.

code: virtual void GetConnectorToolTip ( int32 InputIndex, int32 OutputIndex, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutToolTip )


description:
Returns the amount of padding to use for the label.
int32 The padding (in pixels).

code: virtual int32 GetLabelPadding()


code: virtual uint32 GetInputType ( int32 InputIndex )


description:
MatchesSearchQuery: Check this expression to see if it matches the search query
true if the expression matches the search query

code: virtual bool MatchesSearchQuery ( const TCHAR * SearchQuery )


description:
Get the width required by this expression (in the material editor).
int32 The width in pixels.

code: virtual int32 GetWidth() const


description: Called when a property on this object has been modified externally

code: virtual void PostEditChangeProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


description: Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.

code: virtual void PostLoad()


code: void UpdateTextureResource ( class [UTexture](API\Runtime\Engine\Engine\UTexture) * InTexture )


description: Sets the default texture if none is set

code: virtual void SetDefaultTexture()


description:
Return true if the texture is a movie texture
true/false

code: virtual bool TextureIsValid ( [UTexture](API\Runtime\Engine\Engine\UTexture) * InTexture, [FString](API\Runtime\Core\Containers\FString) & OutMessage )


code: UMaterialExpressionTextureSampleParameter2D ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: Create the new shader code chunk needed for the Abs expressionIndexto the new FMaterialCompiler::CodeChunk entry for this expression

code: virtual int32 Compile ( class [FMaterialCompiler](API\Runtime\Engine\FMaterialCompiler) * Compiler, int32 OutputIndex )


code: virtual const TCHAR * GetRequirements()


code: virtual void GetCaption ( [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutCaptions ) const


code: UMaterialExpressionTextureSampleParameter2DArray ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: UMaterialExpressionTextureSampleParameterCube ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: UMaterialExpressionTextureSampleParameterCubeArray ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: UMaterialExpressionTextureSampleParameterSubUV ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: UMaterialExpressionTextureSample ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: UMaterialExpressionTextureSampleParameterVolume ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UMaterialExpressionTextureSample

code: class UMaterialExpressionTextureSample : public [UMaterialExpressionTextureBase](API\Runtime\Engine\Materials\UMaterialExpressionTextureBase)

AutomaticViewMipBias

type: uint8:  1

description: Whether the texture should be sampled with per view mip biasing for sharper output with Temporal AA.

bShowTextureInputPin

description: Inherited parameter expressions can hide unused input pin.

ConstCoordinate

description: Only used if Coordinates is not hooked up

ConstMipValue

description: Only used if MipValue is not hooked up

CoordinatesDX

description: Enabled only if MipValueMode == TMVM_Derivative

MipValue

description: Meaning depends on MipValueMode, a single unit is one mip level

MipValueMode

type: TEnumAsByte< ET...

description: Defines how the MipValue property is applied to the texture lookup

SamplerSource

type: TEnumAsByte< ES...

description: Controls where the sampler for this texture lookup will come from.

TextureObject

description: Texture object input which overrides Texture if specified.


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


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


code: virtual uint32 GetInputType ( int32 InputIndex )


description: Override to enable multiple outputs.

code: virtual int32 GetNumOutputs() const


code: UMaterialExpressionThinTranslucentMaterialOutput ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: Material output expression for setting absorption properties of thin translucent materials.

code: class UMaterialExpressionThinTranslucentMaterialOutput : public [UMaterialExpressionCustomOutput](API\Runtime\Engine\Materials\UMaterialExpressionCustomOutput)

TransmittanceColor

description: Input for the transmittance color for a view perpendicular to the surface. Valid range is [0,1].


code: virtual bool GenerateHLSLExpression ( [FMaterialHLSLGenerator](API\Runtime\Engine\FMaterialHLSLGenerator) & Generator, [UE::HLSLTree::FScope](API\Runtime\Engine\HLSLTree\FScope) & Scope, int32 OutputIndex, [UE::HLSLTree::FExpression](API\Runtime\Engine\HLSLTree\FExpression) const *& OutExpression ) const


description: whether the expression preview needs realtime update

code: virtual bool NeedsRealtimePreview()


className: UMaterialExpressionTime

code: class UMaterialExpressionTime : public [UMaterialExpression](API\Runtime\Engine\Materials\UMaterialExpression)

bIgnorePause

description: This time continues advancing regardless of whether the game is paused.

description: Enables or disables the Period value.

Period

description: Time will loop around once it gets to Period.


code: UMaterialExpressionTime ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: virtual int32 Compile ( class [FMaterialCompiler](API\Runtime\Engine\FMaterialCompiler) * Compiler, int32 OutputIndex )


description: Returns the text to display on the material expression (in the material editor).FStringThe text to display.

code: virtual void GetCaption ( [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutCaptions ) const


code: UMaterialExpressionTransform ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UMaterialExpressionTransform

code: class UMaterialExpressionTransform : public [UMaterialExpression](API\Runtime\Engine\Materials\UMaterialExpression)

Input

description: Input expression for this transform

TransformSourceType

type: TEnumAsByte< en...

description: Source coordinate space of the FVector

TransformType

description: Destination coordinate space of the FVector


code: UMaterialExpressionTransformPosition ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UMaterialExpressionTransformPosition

code: class UMaterialExpressionTransformPosition : public [UMaterialExpression](API\Runtime\Engine\Materials\UMaterialExpression)

Input

type: FExpressionInpu...

description: Input expression for this transform

TransformSourceType

description: Source format of the position that will be transformed

description: Type of transform to apply to the input expression


description: Get a tooltip for the expression itself.

code: virtual void GetExpressionToolTip ( [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutToolTip )


code: UMaterialExpressionTruncate ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UMaterialExpressionTruncate

code: class UMaterialExpressionTruncate : public [UMaterialExpression](API\Runtime\Engine\Materials\UMaterialExpression)


description: Returns the keywords that should be used when searching for this expression

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetKeywords() const


code: UMaterialExpressionTruncateLWC ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UMaterialExpressionTruncateLWC

code: class UMaterialExpressionTruncateLWC : public [UMaterialExpression](API\Runtime\Engine\Materials\UMaterialExpression)


code: UMaterialExpressionTwoSidedSign ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UMaterialExpressionTwoSidedSign

code: class UMaterialExpressionTwoSidedSign : public [UMaterialExpression](API\Runtime\Engine\Materials\UMaterialExpression)


description:
Called by the editor to query whether a property of this object is allowed to be modified. The property editor uses this to disable controls for properties that should not be changed. When overriding this function you should always call the parent implementation first.
true if the property can be modified in the editor, otherwise false

code: virtual bool CanEditChange ( const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * InProperty ) const


code: UMaterialExpressionVectorNoise ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UMaterialExpressionVectorNoise

code: class UMaterialExpressionVectorNoise : public [UMaterialExpression](API\Runtime\Engine\Materials\UMaterialExpression)

bTiling

description: Whether tile the noise pattern, useful for baking to seam-free repeating textures

NoiseFunction

description: Noise function, affects performance and look

Position

description: 2 to 3 dimensional vector

Quality

description: For noise functions where applicable, lower numbers are faster and lower quality, higher numbers are slower and higher quality

TileSize

description: How many units in each tile (if Tiling is on) For Perlin noise functions, Tile Size must be a multiple of three


description: Create the new shader code chunk needed for the Abs expressionIndexto the new FMaterialCompiler::CodeChunk entry for this expression

code: virtual int32 Compile ( class [FMaterialCompiler](API\Runtime\Engine\FMaterialCompiler) * Compiler, int32 OutputIndex )


code: virtual void GetCaption ( [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutCaptions ) const


code: virtual bool GetParameterValue ( [FMaterialParameterMetadata](API\Runtime\Engine\FMaterialParameterMetadata) & OutMeta ) const


code: virtual bool HasClassAndNameCollision ( [UMaterialExpression](API\Runtime\Engine\Materials\UMaterialExpression) * OtherExpression ) const


code: virtual bool IsUsedAsChannelMask() const


description: Called when a property on this object has been modified externally

code: virtual void PostEditChangeProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


code: virtual bool SetParameterValue ( const [FName](API\Runtime\Core\UObject\FName) & Name, const [FMaterialParameterMetadata](API\Runtime\Engine\FMaterialParameterMetadata) & Meta, EMaterialExpressionSetParameterValueFlags Flags )


code: virtual bool SetParameterValue ( [FName](API\Runtime\Core\UObject\FName) InParameterName, [FLinearColor](API\Runtime\Core\Math\FLinearColor) InValue, EMaterialExpressionSetParameterValueFlags Flags )


code: virtual void ValidateParameterName ( const bool bAllowDuplicateName )


code: UMaterialExpressionVectorParameter ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: virtual bool GenerateHLSLExpression ( [FMaterialHLSLGenerator](API\Runtime\Engine\FMaterialHLSLGenerator) & Generator, [UE::HLSLTree::FScope](API\Runtime\Engine\HLSLTree\FScope) & Scope, int32 OutputIndex, [UE::HLSLTree::FExpression](API\Runtime\Engine\HLSLTree\FExpression) const *& OutExpression ) const


className: UMaterialExpressionVectorParameter

code: class UMaterialExpressionVectorParameter : public [UMaterialExpressionParameter](API\Runtime\Engine\Materials\UMaterialExpressionParameter)

bUseCustomPrimitiveData

type: bool

DefaultValue

type: FLinearColor


code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetKeywords() const


code: UMaterialExpressionVertexColor ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UMaterialExpressionVertexColor

code: class UMaterialExpressionVertexColor : public [UMaterialExpression](API\Runtime\Engine\Materials\UMaterialExpression)


code: int32 CompileInput ( class [FMaterialCompiler](API\Runtime\Engine\FMaterialCompiler) * Compiler, int32 AssignedInterpolatorIndex )


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


code: virtual [FExpressionInput](API\Runtime\Engine\FExpressionInput) * GetInput ( int32 InputIndex )


code: virtual [FName](API\Runtime\Core\UObject\FName) GetInputName ( int32 InputIndex ) const


code: virtual uint32 GetInputType ( int32 InputIndex )


code: virtual uint32 GetOutputType ( int32 OutputIndex )


description: Allow custom outputs to generate their own source code.

code: virtual bool HasCustomSourceOutput()


code: UMaterialExpressionVertexInterpolator ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: virtual int32 Compile ( class [FMaterialCompiler](API\Runtime\Engine\FMaterialCompiler) * Compiler, int32 OutputIndex )


className: UMaterialExpressionVertexInterpolator

code: class UMaterialExpressionVertexInterpolator : public [UMaterialExpressionCustomOutput](API\Runtime\Engine\Materials\UMaterialExpressionCustomOutput)

CompileErrorExpressions

type: TArray<TObject...

description: Errors encountered during pre-translation to be appended if the interpolator is actually in-use.

CompileErrors

type: TArray<FString...

InterpolatedType

type: EMaterialValueT...


code: virtual void GetCaption ( [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutCaptions ) const


code: UMaterialExpressionVertexNormalWS ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UMaterialExpressionVertexNormalWS

code: class UMaterialExpressionVertexNormalWS : public [UMaterialExpression](API\Runtime\Engine\Materials\UMaterialExpression)


code: virtual bool GenerateHLSLExpression ( [FMaterialHLSLGenerator](API\Runtime\Engine\FMaterialHLSLGenerator) & Generator, [UE::HLSLTree::FScope](API\Runtime\Engine\HLSLTree\FScope) & Scope, int32 OutputIndex, [UE::HLSLTree::FExpression](API\Runtime\Engine\HLSLTree\FExpression) const *& OutExpression ) const


code: UMaterialExpressionVertexTangentWS ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UMaterialExpressionVertexTangentWS

code: class UMaterialExpressionVertexTangentWS : public [UMaterialExpression](API\Runtime\Engine\Materials\UMaterialExpression)


className: UMaterialExpressionViewProperty

code: class UMaterialExpressionViewProperty : public [UMaterialExpression](API\Runtime\Engine\Materials\UMaterialExpression)

Property

description: View input property to be accessed


code: UMaterialExpressionViewProperty ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: UMaterialExpressionViewSize ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UMaterialExpressionViewSize

code: class UMaterialExpressionViewSize : public [UMaterialExpression](API\Runtime\Engine\Materials\UMaterialExpression)


description: Marks certain expression types as outputting material attributes. Allows the material editor preview material to know if it should use its material attributes pin.

code: virtual bool IsResultMaterialAttributes ( int32 OutputIndex )


description: Material output expression to switch logic according to whether virtual texturing is supported on this project, platform and feature level.

code: class UMaterialExpressionVirtualTextureFeatureSwitch : public [UMaterialExpression](API\Runtime\Engine\Materials\UMaterialExpression)

No

description: Used if virtual texture is not supported.

Yes

description: Used if virtual texture is supported.


code: UMaterialExpressionVirtualTextureFeatureSwitch ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: UMaterialExpressionVolumetricAdvancedMaterialInput ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: class UMaterialExpressionVolumetricAdvancedMaterialInput : public [UMaterialExpression](API\Runtime\Engine\Materials\UMaterialExpression)


code: virtual int32 Compile ( class [FMaterialCompiler](API\Runtime\Engine\FMaterialCompiler) * Compiler, int32 OutputIndex )


description: This is currently only needed by the new HLSL translator Should probably be merged withUMaterialExpressionbase interface, which already provides GetInputType/GetOutputType

code: virtual [UE::Shader::EValueType](API\Runtime\Engine\Shader\UE__Shader__EValueType) GetCustomOutputType ( int32 OutputIndex ) const


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


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


description: Override to enable multiple outputs.

code: virtual int32 GetNumOutputs() const


code: UMaterialExpressionVolumetricAdvancedMaterialOutput ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: Material output expression for writing advanced volumetric material properties.

bClampMultiScatteringContribution

description: Set whether multiple scattering contribution entry is clamped in [0,1] or not.

bGrayScaleMaterial

description: Set this for the material to only be considered grey scale, only using the R chanel of the input parameters internally.

bGroundContribution

description: Sample the shadowed lighting contribution from the ground onto the medium (single scattering).

bRayMarchVolumeShadow

description: Disable this to use the cloud shadow map instead of secondary raymarching.

ConservativeDensity

description: This is a 3-components float vector.

ConstMultiScatteringContribution

type: float

description: Only used if MultiScatteringContribution is not hooked up.

ConstMultiScatteringEccentricity

description: Only used if MultiScatteringEccentricity is not hooked up.

ConstMultiScatteringOcclusion

description: Only used if MultiScatteringOcclusion is not hooked up.

ConstPhaseBlend

description: Only used if PhaseBlend is not hooked up.

ConstPhaseG

description: Only used if PhaseG is not hooked up.

description: Only used if PhaseG2 is not hooked up.

MultiScatteringApproximationOctaveCount

description: How many octave to use for the multiple-scattering approximation.

MultiScatteringContribution

description: Multi-scattering approximation: represents how much contribution each successive octave will add.

MultiScatteringEccentricity

description: Multi-scattering approximation: represents how much the phase will become isotropic for each successive octave.

MultiScatteringOcclusion

description: Multi-scattering approximation: represents how much occlusion will be reduced for each successive octave.

PerSamplePhaseEvaluation

description: Set this to true to force the phase function to be evaluated per sample, instead once per pixel (globally).

PhaseBlend

description: Lerp factor when blending the two phase functions parameterized by G and G2. Valid range is [0,1].


description: A givenUMaterialimplementation should implement at least one of these methods in order to generate HLSL code It's valid to implement more than one, if the expression can be used in multiple ways. For example, a for-loop expression might generate a statement for the execution input, but also generate an expression to access the loop index These methods replace theCompile()method; once we switch over to the new system,Compile()will be removed

code: virtual bool GenerateHLSLStatements ( [FMaterialHLSLGenerator](API\Runtime\Engine\FMaterialHLSLGenerator) & Generator, [UE::HLSLTree::FScope](API\Runtime\Engine\HLSLTree\FScope) & Scope ) const


className: UMaterialExpressionWhileLoop

code: class UMaterialExpressionWhileLoop : public [UMaterialExpression](API\Runtime\Engine\Materials\UMaterialExpression)

Completed

type: FExpressionExec...


code: UMaterialExpressionWhileLoop ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: Returns the text to display on the material expression (in the material editor).FStringThe text to display.

code: virtual void GetCaption ( [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutCaptions ) const


code: virtual bool GenerateHLSLExpression ( [FMaterialHLSLGenerator](API\Runtime\Engine\FMaterialHLSLGenerator) & Generator, [UE::HLSLTree::FScope](API\Runtime\Engine\HLSLTree\FScope) & Scope, int32 OutputIndex, [UE::HLSLTree::FExpression](API\Runtime\Engine\HLSLTree\FExpression) const *& OutExpression ) const


description: Returns the keywords that should be used when searching for this expression

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetKeywords() const


code: UMaterialExpressionWorldPosition ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UMaterialExpressionWorldPosition

code: class UMaterialExpressionWorldPosition : public [UMaterialExpression](API\Runtime\Engine\Materials\UMaterialExpression)

WorldPositionShaderOffset

type: TEnumAsByte< EW...


code: void AssignExpressionCollection ( const [FMaterialExpressionCollection](API\Runtime\Engine\Materials\FMaterialExpressionCollection) & InCollection )


code: virtual int32 Compile ( class [FMaterialCompiler](API\Runtime\Engine\FMaterialCompiler) * Compiler, const struct [FFunctionExpressionOutput](API\Runtime\Engine\Materials\FFunctionExpressionOutput) & Output )


code: void CreateExecutionFlowExpressions()


code: static void DeclareConstructClasses ( [TArray](API\Runtime\Core\Containers\TArray)< [FTopLevelAssetPath](API\Runtime\CoreUObject\UObject\FTopLevelAssetPath) > & OutConstructClasses, const [UClass](API\Runtime\CoreUObject\UObject\UClass) * SpecificSubclass )


code: virtual void ForceRecompileForRendering ( [FMaterialUpdateContext](API\Runtime\Engine\FMaterialUpdateContext) & UpdateContext, [UMaterial](API\Runtime\Engine\Materials\UMaterial) * InPreviewMaterial )


code: virtual [UMaterialFunction](API\Runtime\Engine\Materials\UMaterialFunction) * GetBaseFunction ( FMFRecursionGuard RecursionGuard )


code: virtual const [UMaterialFunction](API\Runtime\Engine\Materials\UMaterialFunction) * GetBaseFunction ( FMFRecursionGuard RecursionGuard ) const


description: Returns an array of the functions that this function is dependent on, directly or indirectly.

code: virtual void GetDependentFunctions ( [TArray](API\Runtime\Core\Containers\TArray)< [UMaterialFunctionInterface](API\Runtime\Engine\Materials\UMaterialFunctionInterface) * > & DependentFunctions ) const


code: TConstArrayView< [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UMaterialExpressionComment](API\Runtime\Engine\Materials\UMaterialExpressionComment) > > GetEditorComments() const


code: const [UMaterialFunctionEditorOnlyData](API\Runtime\Engine\Materials\UMaterialFunctionEditorOnlyData) * GetEditorOnlyData() const


code: virtual const [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetEditorOnlyDataClass() const


code: const [FMaterialExpressionCollection](API\Runtime\Engine\Materials\FMaterialExpressionCollection) & GetExpressionCollection() const


code: [UMaterialExpressionExecEnd](API\Runtime\Engine\Materials\UMaterialExpressionExecEnd) * GetExpressionExecEnd() const


code: TConstArrayView< [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UMaterialExpression](API\Runtime\Engine\Materials\UMaterialExpression) > > GetExpressions() const


description: Get the inputs and outputs that this function exposes, for a function call expression to use.

code: virtual void GetInputsAndOutputs ( [TArray](API\Runtime\Core\Containers\TArray)< struct [FFunctionExpressionInput](API\Runtime\Engine\Materials\FFunctionExpressionInput) > & OutInputs, [TArray](API\Runtime\Core\Containers\TArray)< struct [FFunctionExpressionOutput](API\Runtime\Engine\Materials\FFunctionExpressionOutput) > & OutOutputs ) const


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


description: Returns If returns an empty string, use the default class name for the material function. Otherwise, the string will be the name shown when the function is exposed to users in the material graph as a node, or from the contextual menu when searching for nodes.

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


description: Checks whether a Material Function is arranged in the old style, with inputs flowing from right to left

code: virtual bool HasFlippedCoordinates() const


description: true if this function is dependent on the passed in function, directly or indirectly.

code: virtual bool IsDependent ( [UMaterialFunctionInterface](API\Runtime\Engine\Materials\UMaterialFunctionInterface) * OtherFunction )


description: Called during compilation before entering the function.

code: virtual void LinkIntoCaller ( const [TArray](API\Runtime\Core\Containers\TArray)< [FFunctionExpressionInput](API\Runtime\Engine\Materials\FFunctionExpressionInput) > & CallerInputs )


description:
Iterates all functions that this function is dependent on, directly or indrectly.
true if all dependent functions were visited, false if the Predicate did break iteration

code: virtual bool IterateDependentFunctions ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< bool([UMaterialFunctionInterface](API\Runtime\Engine\Materials\UMaterialFunctionInterface) *)> Predicate ) const


code: virtual bool IsUsingNewHLSLGenerator() const


code: virtual bool IsUsingControlFlow() const


description: Called when a property on this object has been modified externally

code: virtual void PostEditChangeProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


description: Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.

code: virtual void PostLoad()


description: Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables.

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


code: bool SetFontParameterValueEditorOnly ( [FName](API\Runtime\Core\UObject\FName) ParameterName, class [UFont](API\Runtime\Engine\Engine\UFont) * InFontValue, int32 InFontPage )


code: void SetMaterialFunctionUsage ( EMaterialFunctionUsage Usage )


code: bool SetParameterValueEditorOnly ( const [FName](API\Runtime\Core\UObject\FName) & ParameterName, const [FMaterialParameterMetadata](API\Runtime\Engine\FMaterialParameterMetadata) & Meta )


code: void SetReentrantFlag ( bool bIsReentrant )


code: bool SetRuntimeVirtualTextureParameterValueEditorOnly ( [FName](API\Runtime\Core\UObject\FName) ParameterName, class [URuntimeVirtualTexture](API\Runtime\Engine\VT\URuntimeVirtualTexture) * InValue )


code: bool SetScalarParameterValueEditorOnly ( [FName](API\Runtime\Core\UObject\FName) ParameterName, float InValue )


code: bool SetStaticComponentMaskParameterValueEditorOnly ( [FName](API\Runtime\Core\UObject\FName) ParameterName, bool R, bool G, bool B, bool A, [FGuid](API\Runtime\Core\Misc\FGuid) OutExpressionGuid )


code: bool SetSparseVolumeTextureParameterValueEditorOnly ( [FName](API\Runtime\Core\UObject\FName) ParameterName, class [USparseVolumeTexture](API\Runtime\Engine\SparseVolumeTexture\USparseVolumeTexture) * InValue )


code: bool SetStaticSwitchParameterValueEditorOnly ( [FName](API\Runtime\Core\UObject\FName) ParameterName, bool OutValue, [FGuid](API\Runtime\Core\Misc\FGuid) OutExpressionGuid )


code: bool SetVectorParameterValueEditorOnly ( [FName](API\Runtime\Core\UObject\FName) ParameterName, [FLinearColor](API\Runtime\Core\Math\FLinearColor) InValue )


code: bool SetTextureParameterValueEditorOnly ( [FName](API\Runtime\Core\UObject\FName) ParameterName, class [UTexture](API\Runtime\Engine\Engine\UTexture) * InValue )


description: Recursively update all function call expressions in this function, or in nested functions.


code: UMaterialFunction ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: virtual bool ValidateFunctionUsage ( class [FMaterialCompiler](API\Runtime\Engine\FMaterialCompiler) * Compiler, const [FFunctionExpressionOutput](API\Runtime\Engine\Materials\FFunctionExpressionOutput) & Output )


code: virtual void UpdateInputOutputTypes()


className: UMaterialFunction

description: A Material Function is a collection of material expressions that can be reused in different materials

code: class UMaterialFunction : public [UMaterialFunctionInterface](API\Runtime\Engine\Materials\UMaterialFunctionInterface)

bExposeToLibrary

type: uint8: 1

description: Whether to list this function in the material function library, which is a window in the material editor that lists categorized functions.

bPrefixParameterNames

description: If true, parameters in this function will have a prefix added to their group name.

Description

type: FString

description: Description of the function which will be displayed as a tooltip wherever the function is used.

EditorMaterial

type: TObjectPtr<UMa...

description: TheUMaterialwhich represents this function while the function itself is open in the material editor.

LibraryCategoriesText

type: TArray<FText>

description: Categories that this function belongs to in the material function library.

MaterialGraph

type: UMaterialGraph...

ParentFunction

type: TObjectPtr< cla...

description: Used in the material editor, points to the function asset being edited, which this function is just a preview for.

PreviewBlendMode

description: Determines the blend mode when previewing a material function.

UserExposedCaption

description: Name of the function to be displayed on the node within the material editor instead of the asset name.


code: virtual int32 Compile ( class [FMaterialCompiler](API\Runtime\Engine\FMaterialCompiler) * Compiler, const struct [FFunctionExpressionOutput](API\Runtime\Engine\Materials\FFunctionExpressionOutput) & Output )


className: UMaterialFunctionEditorOnlyData

code: class UMaterialFunctionEditorOnlyData : public [UMaterialFunctionInterfaceEditorOnlyData](API\Runtime\Engine\Materials\UMaterialFunctionInterfaceEditor-)

ExpressionCollection

type: FMaterialExpres...


code: virtual [UMaterialFunction](API\Runtime\Engine\Materials\UMaterialFunction) * GetBaseFunction ( FMFRecursionGuard RecursionGuard )


code: virtual const [UMaterialFunction](API\Runtime\Engine\Materials\UMaterialFunction) * GetBaseFunction ( FMFRecursionGuard RecursionGuard ) const


code: virtual void GetInputsAndOutputs ( [TArray](API\Runtime\Core\Containers\TArray)< struct [FFunctionExpressionInput](API\Runtime\Engine\Materials\FFunctionExpressionInput) > & OutInputs, [TArray](API\Runtime\Core\Containers\TArray)< struct [FFunctionExpressionOutput](API\Runtime\Engine\Materials\FFunctionExpressionOutput) > & OutOutputs ) const


description: Returns an array of the functions that this function is dependent on, directly or indirectly.

code: virtual void GetDependentFunctions ( [TArray](API\Runtime\Core\Containers\TArray)< [UMaterialFunctionInterface](API\Runtime\Engine\Materials\UMaterialFunctionInterface) * > & DependentFunctions ) const


code: virtual bool GetParameterOverrideValue ( EMaterialParameterType Type, const [FName](API\Runtime\Core\UObject\FName) & ParameterName, [FMaterialParameterMetadata](API\Runtime\Engine\FMaterialParameterMetadata) & OutValue, FMFRecursionGuard RecursionGuard ) const


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


description: true if this function is dependent on the passed in function, directly or indirectly.

code: virtual bool IsDependent ( [UMaterialFunctionInterface](API\Runtime\Engine\Materials\UMaterialFunctionInterface) * OtherFunction )


description: Checks whether a Material Function is arranged in the old style, with inputs flowing from right to left

code: virtual bool HasFlippedCoordinates() const


code: virtual void LinkIntoCaller ( const [TArray](API\Runtime\Core\Containers\TArray)< [FFunctionExpressionInput](API\Runtime\Engine\Materials\FFunctionExpressionInput) > & CallerInputs )


description:
Iterates all functions that this function is dependent on, directly or indrectly.
true if all dependent functions were visited, false if the Predicate did break iteration

code: virtual bool IterateDependentFunctions ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< bool([UMaterialFunctionInterface](API\Runtime\Engine\Materials\UMaterialFunctionInterface) *)> Predicate ) const


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


code: virtual void PostLoad()


code: void SetParent ( [UMaterialFunctionInterface](API\Runtime\Engine\Materials\UMaterialFunctionInterface) * NewParent )


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


code: virtual void UpdateInputOutputTypes()


code: virtual bool ValidateFunctionUsage ( class [FMaterialCompiler](API\Runtime\Engine\FMaterialCompiler) * Compiler, const [FFunctionExpressionOutput](API\Runtime\Engine\Materials\FFunctionExpressionOutput) & Output )


code: UMaterialFunctionInstance ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: virtual int32 Compile ( class [FMaterialCompiler](API\Runtime\Engine\FMaterialCompiler) * Compiler, const struct [FFunctionExpressionOutput](API\Runtime\Engine\Materials\FFunctionExpressionOutput) & Output )


className: UMaterialFunctionInstance

description: A material function instance defines parameter overrides for a parent material function.

code: class UMaterialFunctionInstance : public [UMaterialFunctionInterface](API\Runtime\Engine\Materials\UMaterialFunctionInterface)

Base

description: Base function.

DoubleVectorParameterValues

type: TArray< struct ...

description: DoubleVector parameters.

FontParameterValues

description: Font parameters.

Parent

description: Parent function.

RuntimeVirtualTextureParameterValues

description: Runtime virtual texture parameters.

ScalarParameterValues

description: Scalar parameters.

SparseVolumeTextureParameterValues

description: Sparse volume texture parameters.

StaticComponentMaskParameterValues

description: Static component mask parameters.

StaticSwitchParameterValues

description: Static switch parameters.

TextureParameterValues

description: Texture parameters.

VectorParameterValues

description: Vector parameters.


code: static void DeclareConstructClasses ( [TArray](API\Runtime\Core\Containers\TArray)< [FTopLevelAssetPath](API\Runtime\CoreUObject\UObject\FTopLevelAssetPath) > & OutConstructClasses, const [UClass](API\Runtime\CoreUObject\UObject\UClass) * SpecificSubclass )


code: virtual void ForceRecompileForRendering ( [FMaterialUpdateContext](API\Runtime\Engine\FMaterialUpdateContext) & UpdateContext, [UMaterial](API\Runtime\Engine\Materials\UMaterial) * InPreviewMaterial )


description: Get all expressions of the requested type, recursing through any function expressions in the function

code: template<typename ExpressionType> void GetAllExpressionsOfType ( [TArray](API\Runtime\Core\Containers\TArray)< ExpressionType * > & OutExpressions, const bool bRecursive )


description: Gathers a list of asset registry searchable tags which are name/value pairs with some type information This only needs to be implemented for asset objects

code: virtual void GetAssetRegistryTags ( [TArray](API\Runtime\Core\Containers\TArray)< [FAssetRegistryTag](API\Runtime\CoreUObject\UObject\UObject\FAssetRegistryTag) > & OutTags ) const


code: virtual [UMaterialFunction](API\Runtime\Engine\Materials\UMaterialFunction) * GetBaseFunction ( FMFRecursionGuard RecursionGuard )


code: virtual const [UMaterialFunction](API\Runtime\Engine\Materials\UMaterialFunction) * GetBaseFunction ( FMFRecursionGuard RecursionGuard ) const


description: ReturnsGetBaseFunction()as aUMaterialFunctionInterface, useful if MaterialFunction.h hasn't been included yet, and implicit conversion toUMaterialInterfaceisn't availiable


code: const [UMaterialFunctionInterface](API\Runtime\Engine\Materials\UMaterialFunctionInterface) * GetBaseFunctionInterface() const


code: const [FString](API\Runtime\Core\Containers\FString) & GetDescription() const


code: virtual void GetDependentFunctions ( [TArray](API\Runtime\Core\Containers\TArray)< [UMaterialFunctionInterface](API\Runtime\Engine\Materials\UMaterialFunctionInterface) * > & DependentFunctions ) const


code: virtual const [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetEditorOnlyDataClass() const


code: const [UMaterialFunctionInterfaceEditorOnlyData](API\Runtime\Engine\Materials\UMaterialFunctionInterfaceEditor-) * GetEditorOnlyData() const


description: Deprecated* UseGetExpressions()

code: TConstArrayView< [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UMaterialExpression](API\Runtime\Engine\Materials\UMaterialExpression) > > GetFunctionExpressions() const


code: TConstArrayView< [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UMaterialExpression](API\Runtime\Engine\Materials\UMaterialExpression) > > GetExpressions() const


code: virtual void GetInputsAndOutputs ( [TArray](API\Runtime\Core\Containers\TArray)< struct [FFunctionExpressionInput](API\Runtime\Engine\Materials\FFunctionExpressionInput) > & OutInputs, [TArray](API\Runtime\Core\Containers\TArray)< struct [FFunctionExpressionOutput](API\Runtime\Engine\Materials\FFunctionExpressionOutput) > & OutOutputs ) const


description: Finds the first matching parameter by name and type

code: template<typename ExpressionType> bool GetNamedParameterOfType ( const FHashedMaterialParameterInfo & ParameterInfo, ExpressionType *& Parameter, [UMaterialFunctionInterface](API\Runtime\Engine\Materials\UMaterialFunctionInterface) ** OwningFunction )


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


code: virtual bool GetParameterOverrideValue ( EMaterialParameterType Type, const [FName](API\Runtime\Core\UObject\FName) & ParameterName, [FMaterialParameterMetadata](API\Runtime\Engine\FMaterialParameterMetadata) & OutValue, FMFRecursionGuard RecursionGuard ) const


description: Returns If returns an empty string, use the default class name for the material function. Otherwise, the string will be the name shown when the function is exposed to users in the material graph as a node, or from the contextual menu when searching for nodes.

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


code: template<typename ExpressionType> bool HasAnyExpressionsOfType()


code: virtual bool HasFlippedCoordinates() const


code: virtual bool IsDependent ( [UMaterialFunctionInterface](API\Runtime\Engine\Materials\UMaterialFunctionInterface) * OtherFunction )


code: virtual bool IsUsingControlFlow() const


code: virtual bool IsUsingNewHLSLGenerator() const


code: virtual bool IterateDependentFunctions ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< bool([UMaterialFunctionInterface](API\Runtime\Engine\Materials\UMaterialFunctionInterface) *)> Predicate ) const


code: bool OverrideNamedFontParameter ( const FHashedMaterialParameterInfo & ParameterInfo, class [UFont](API\Runtime\Engine\Engine\UFont) *& OutFontValue, int32 & OutFontPage )


code: virtual void LinkIntoCaller ( const [TArray](API\Runtime\Core\Containers\TArray)< [FFunctionExpressionInput](API\Runtime\Engine\Materials\FFunctionExpressionInput) > & CallerInputs )


code: bool OverrideNamedRuntimeVirtualTextureParameter ( const FHashedMaterialParameterInfo & ParameterInfo, class [URuntimeVirtualTexture](API\Runtime\Engine\VT\URuntimeVirtualTexture) *& OutValue )


code: bool OverrideNamedScalarParameter ( const FHashedMaterialParameterInfo & ParameterInfo, float & OutValue )


code: bool OverrideNamedStaticSwitchParameter ( const FHashedMaterialParameterInfo & ParameterInfo, bool & OutValue, [FGuid](API\Runtime\Core\Misc\FGuid) & OutExpressionGuid )


code: bool OverrideNamedSparseVolumeTextureParameter ( const FHashedMaterialParameterInfo & ParameterInfo, class [USparseVolumeTexture](API\Runtime\Engine\SparseVolumeTexture\USparseVolumeTexture) *& OutValue )


code: bool OverrideNamedTextureParameter ( const FHashedMaterialParameterInfo & ParameterInfo, class [UTexture](API\Runtime\Engine\Engine\UTexture) *& OutValue )


code: bool OverrideNamedStaticComponentMaskParameter ( const FHashedMaterialParameterInfo & ParameterInfo, bool & OutR, bool & OutG, bool & OutB, bool & OutA, [FGuid](API\Runtime\Core\Misc\FGuid) & OutExpressionGuid )


code: bool OverrideNamedVectorParameter ( const FHashedMaterialParameterInfo & ParameterInfo, [FLinearColor](API\Runtime\Core\Math\FLinearColor) & OutValue )


description: Called after duplication & serialization and before PostLoad. Used to e.g. make sureUStaticMesh'sUModelgets copied as well. Note: NOT called on components on actor duplication (alt-drag or copy-paste). Use PostEditImport as well to cover that case.

code: virtual void PostDuplicate ( bool bDuplicateForPIE )


description: Called when a property on this object has been modified externally

code: virtual void PostEditChangeProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


description: Called after the C++ constructor and after the properties have been initialized, including those loaded from config. This is called before any serialization or other setup has happened.

code: virtual void PostInitProperties()


description: Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.

code: virtual void PostLoad()


description: Unless ForceNoResetLoaders is passed in, this will cause a flush of all level streaming.

code: virtual bool Rename ( const TCHAR * NewName, [UObject](API\Runtime\CoreUObject\UObject\UObject) * NewOuter, ERenameFlags Flags )


code: void SetReentrantFlag ( bool bIsReentrant )


code: virtual void UpdateInputOutputTypes()


code: virtual bool ValidateFunctionUsage ( class [FMaterialCompiler](API\Runtime\Engine\FMaterialCompiler) * Compiler, const [FFunctionExpressionOutput](API\Runtime\Engine\Materials\FFunctionExpressionOutput) & Output )


className: UMaterialFunctionInterface

description: A Material Function is a collection of material expressions that can be reused in different materials

code: class UMaterialFunctionInterface : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

MaterialFunctionUsage

type: EMaterialFuncti...

description: The intended usage of this function, required for material layers.

StateId

type: FGuid

description: Used by materials using this function to know when to recompile.

ThumbnailInfo

description: Information for thumbnail rendering


code: UMaterialFunctionInterface ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables.

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


description: Returns if any of the matching parameters have changed

code: template<typename ParameterType, typename ExpressionType> bool UpdateParameterSet ( ParameterType & Parameter )


code: class UMaterialFunctionInterfaceEditorOnlyData : public [UObject](API\Runtime\CoreUObject\UObject\UObject)


code: UMaterialFunctionMaterialLayer ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UMaterialFunctionMaterialLayerBlend

description: Specialized Material Function that acts as a blend

code: class UMaterialFunctionMaterialLayerBlend : public [UMaterialFunction](API\Runtime\Engine\Materials\UMaterialFunction)


code: UMaterialFunctionMaterialLayerBlend ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UMaterialFunctionMaterialLayer

description: Specialized Material Function that acts as a layer

code: class UMaterialFunctionMaterialLayer : public [UMaterialFunction](API\Runtime\Engine\Materials\UMaterialFunction)


code: UMaterialFunctionMaterialLayerBlendInstance ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: Specialized Material Function Instance that instances a blend

code: class UMaterialFunctionMaterialLayerBlendInstance : public [UMaterialFunctionInstance](API\Runtime\Engine\Materials\UMaterialFunctionInstance)


code: UMaterialFunctionMaterialLayerInstance ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UMaterialFunctionMaterialLayerInstance

description: Specialized Material Function Instance that instances a layer

code: class UMaterialFunctionMaterialLayerInstance : public [UMaterialFunctionInstance](API\Runtime\Engine\Materials\UMaterialFunctionInstance)


code: void AddParameterValueInternal ( const [FMaterialParameterInfo](API\Runtime\Engine\FMaterialParameterInfo) & ParameterInfo, const [FMaterialParameterMetadata](API\Runtime\Engine\FMaterialParameterMetadata) & Meta, EMaterialSetParameterValueFlags Flags )


code: static void AddReferencedObjects ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InThis, [FReferenceCollector](API\Runtime\CoreUObject\UObject\FReferenceCollector) & Collector )


code: virtual [FMaterialResource](API\Runtime\Engine\FMaterialResource) * AllocatePermutationResource()


description: For all materials instances,UMaterialInstance::CacheResourceShadersForRendering.

code: static void AllMaterialsCacheResourceShadersForRendering ( bool bUpdateProgressDialog, bool bCacheAllRemainingShaders )


description: Starts caching of platform specific data for the target platform Called when cooking before serialization so that object can prepare platform specific data Not called during normal loading of objects

code: virtual void BeginCacheForCookedPlatformData ( const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform )


description: Called before destroying the object. This is called immediately upon deciding to destroy the object, to allow the object to begin an asynchronous cleanup process.

code: virtual void BeginDestroy()


description: Initiates caching for this shader resource that will be finished when each material resource IsCompilationFinished returns true.

code: void BeginCacheShadersForResources ( EShaderPlatform ShaderPlatform, const [TArray](API\Runtime\Core\Containers\TArray)< [FMaterialResource](API\Runtime\Engine\FMaterialResource) * > & ResourcesToCache, EMaterialShaderPrecompileMode PrecompileMode, const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform )


code: virtual void CacheGivenTypesForCooking ( EShaderPlatform Platform, [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) InFeatureLevel, [EMaterialQualityLevel::Type](API\Runtime\Engine\EMaterialQualityLevel__Type) QualityLevel, const [TArray](API\Runtime\Core\Containers\TArray)< const [FVertexFactoryType](API\Runtime\RenderCore\FVertexFactoryType) * > & VFTypes, const [TArray](API\Runtime\Core\Containers\TArray)< const [FShaderPipelineType](API\Runtime\RenderCore\FShaderPipelineType) * > PipelineTypes, const [TArray](API\Runtime\Core\Containers\TArray)< const [FShaderType](API\Runtime\RenderCore\FShaderType) * > & ShaderTypes )


description: Cache resource shaders for rendering on the given shader platform. If a matching shader map is not found in memory or the DDC, a new one will be compiled. The results will be applied to thisFMaterialin the renderer when they are finished compiling. Note: This modifies material variables used for rendering and is assumed to be called within a FMaterialUpdateContext!

code: void CacheResourceShadersForRendering ( EMaterialShaderPrecompileMode PrecompileMode )


code: void CacheResourceShadersForCooking ( EShaderPlatform ShaderPlatform, [TArray](API\Runtime\Core\Containers\TArray)< [FMaterialResource](API\Runtime\Engine\FMaterialResource) * > & OutCachedMaterialResources, EMaterialShaderPrecompileMode PrecompileMode, const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform, bool bBlocking )


code: void CacheResourceShadersForRendering ( EMaterialShaderPrecompileMode PrecompileMode, FMaterialResourceDeferredDeletionArray & OutResourcesToFree )


description: This function will submit any remaining shaders to be compiled for the given material.Bydefault these shader compilation jobs will be compiled in the background.

code: virtual void CacheShaders ( EMaterialShaderPrecompileMode CompileMode )


description: Caches shader maps for an array of material resources.

code: void CacheShadersForResources ( EShaderPlatform ShaderPlatform, const [TArray](API\Runtime\Core\Containers\TArray)< [FMaterialResource](API\Runtime\Engine\FMaterialResource) * > & ResourcesToCache, EMaterialShaderPrecompileMode PrecompileMode, const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform )


code: virtual bool CastsRayTracedShadows() const


description: Same as above but is valid to call from any thread. In the editor, this might spin and stall for a shader compile

code: virtual bool CheckMaterialUsage_Concurrent ( const EMaterialUsage Usage ) const


description:
Checks if the material can be used with the given usage flag. If the flag isn't set in the editor, it will be set and the material will be recompiled with it.
bool - true if the material can be used for rendering with the given type.

code: virtual bool CheckMaterialUsage ( const EMaterialUsage Usage )


description: Clear all cached cooked platform data


description: Clears cached cooked platform data for specific platform

code: virtual void ClearCachedCookedPlatformData ( const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform )


code: void ClearParameterValuesInternal ( EMaterialInstanceClearParameterFlag Flags )


description: Allows material properties to be compiled with the option of being overridden by the material attributes input.

code: virtual int32 CompilePropertyEx ( class [FMaterialCompiler](API\Runtime\Engine\FMaterialCompiler) * Compiler, const [FGuid](API\Runtime\Core\Misc\FGuid) & AttributeID )


description: Copies over material instance parameters from the base material given a material interface. This is a slow operation that is needed for the editor.

code: void CopyMaterialInstanceParameters ( [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * Source )


description: Copies the uniform parameters (scalar, vector and texture) from a material or instance hierarchy. This will typically be faster than parsing all expressions but still slow as it must walk the full material hierarchy as each parameter may be overridden at any level in the chain. Note: This will not copy static or font parameters

code: void CopyMaterialUniformParametersInternal ( [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * Source )


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


code: static void DeclareConstructClasses ( [TArray](API\Runtime\Core\Containers\TArray)< [FTopLevelAssetPath](API\Runtime\CoreUObject\UObject\FTopLevelAssetPath) > & OutConstructClasses, const [UClass](API\Runtime\CoreUObject\UObject\UClass) * SpecificSubclass )


code: bool Equivalent ( const [UMaterialInstance](API\Runtime\Engine\Materials\UMaterialInstance) * CompareTo ) const


description: Because properties are destroyed here,Super::FinishDestroy()should always be called at the end of your child class'sFinishDestroy()method, rather than at the beginning.

code: virtual void FinishDestroy()


description: Clears the shader cache and recompiles the shader for rendering.


code: virtual void GetAllParametersOfType ( EMaterialParameterType Type, [TMap](API\Runtime\Core\Containers\TMap)< [FMaterialParameterInfo](API\Runtime\Engine\FMaterialParameterInfo), [FMaterialParameterMetadata](API\Runtime\Engine\FMaterialParameterMetadata) > & OutParameters ) const


description: Gathers actively used shader maps from all material resources used by this material instance Note - not refcounting the shader maps so the references must not be used after material resources are modified (compilation, loading, etc)

code: void GetAllShaderMaps ( [TArray](API\Runtime\Core\Containers\TArray)< [FMaterialShaderMap](API\Runtime\Engine\FMaterialShaderMap) * > & OutShaderMaps )


description: Properties of the base material. Can now be overridden by instances.

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


code: virtual EBlendMode GetBlendMode() const


code: virtual const [FMaterialCachedExpressionData](API\Runtime\Engine\FMaterialCachedExpressionData) & GetCachedExpressionData ( TMicRecursionGuard RecursionGuard ) const


code: virtual const [FMaterialCachedHLSLTree](API\Runtime\Engine\FMaterialCachedHLSLTree) & GetCachedHLSLTree ( TMicRecursionGuard RecursionGuard ) const


code: const [FMaterialInstanceCachedData](API\Runtime\Engine\Materials\FMaterialInstanceCachedData) & GetCachedInstanceData() const


code: virtual bool GetCastDynamicShadowAsMasked() const


description: The bCastShadowAsMasked value for this material.

code: virtual bool GetCastShadowAsMasked() const


description: Get this material dependencies.

code: virtual void GetDependencies ( [TSet](API\Runtime\Core\Containers\TSet)< [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * > & Dependencies )


code: virtual void GetDependentFunctions ( [TArray](API\Runtime\Core\Containers\TArray)< class [UMaterialFunctionInterface](API\Runtime\Engine\Materials\UMaterialFunctionInterface) * > & DependentFunctions ) const


description: The Diffuse boost value for this material.

code: virtual float GetDiffuseBoost() const


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


code: virtual const [UMaterialInstanceEditorOnlyData](API\Runtime\Engine\Materials\UMaterialInstanceEditorOnlyData) * GetEditorOnlyData() const


code: virtual const [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetEditorOnlyDataClass() const


code: const [FStaticParameterSetEditorOnlyData](API\Runtime\Engine\FStaticParameterSetEditorOnlyDat-) & GetEditorOnlyStaticParameters() const


description: The Emissive boost value for this material.

code: virtual float GetEmissiveBoost() const


description: The ExportResolutionScale value for this material.

code: virtual float GetExportResolutionScale() const


description:
Get the sort priority index of the given parameter group
True if successful

code: virtual bool GetGroupSortPriority ( const [FString](API\Runtime\Core\Containers\FString) & InGroupName, int32 & OutSortPriority ) const


description: Returns all the Guids related to this material. For material instances, this includes the parent hierarchy. Used for versioning as parent changes don't update the child instance Guids.

code: virtual void GetLightingGuidChain ( bool bIncludeTextures, [TArray](API\Runtime\Core\Containers\TArray)< [FGuid](API\Runtime\Core\Misc\FGuid) > & OutGuids ) const


description: Get the material which we are instancing. Walks up parent chain and finds the base Material that this is an instance of.

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


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


description: Get the material layers stack

code: virtual bool GetMaterialLayers ( [FMaterialLayersFunctions](API\Runtime\Engine\Materials\FMaterialLayersFunctions) & OutLayers, TMicRecursionGuard RecursionGuard ) const


code: virtual void GetMaterialInheritanceChain ( [FMaterialInheritanceChain](API\Runtime\Engine\Materials\FMaterialInheritanceChain) & OutChain ) const


description: Get the static permutation resource if the instance has one

code: virtual const [FMaterialResource](API\Runtime\Engine\FMaterialResource) * GetMaterialResource ( [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) InFeatureLevel, [EMaterialQualityLevel::Type](API\Runtime\Engine\EMaterialQualityLevel__Type) QualityLevel ) const


code: virtual [FMaterialResource](API\Runtime\Engine\FMaterialResource) * GetMaterialResource ( [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) InFeatureLevel, [EMaterialQualityLevel::Type](API\Runtime\Engine\EMaterialQualityLevel__Type) QualityLevel )


description: Same as above, but can be called concurrently

code: virtual const [UMaterial](API\Runtime\Engine\Materials\UMaterial) * GetMaterial_Concurrent ( TMicRecursionGuard RecursionGuard ) const


code: virtual float GetMaxWorldPositionOffsetDisplacement() const


description: Get the associated nanite override material

code: virtual [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * GetNaniteOverride ( TMicRecursionGuard RecursionGuard ) const


description: Access to overridable properties of the base material.

code: virtual float GetOpacityMaskClipValue() const


code: bool GetParameterOverrideValue ( EMaterialParameterType Type, const [FMemoryImageMaterialParameterInfo](API\Runtime\Engine\FMemoryImageMaterialParameterInf-) & ParameterInfo, [FMaterialParameterMetadata](API\Runtime\Engine\FMaterialParameterMetadata) & OutValue ) const


description:
Return a pointer to the physical material from mask map at given index.
The physical material.

code: virtual [UPhysicalMaterial](API\Runtime\PhysicsCore\PhysicalMaterials\UPhysicalMaterial) * GetPhysicalMaterialFromMap ( int32 Index ) const


description:
Return a pointer to the physical material used by this material instance.
The physical material.

code: virtual [UPhysicalMaterial](API\Runtime\PhysicsCore\PhysicalMaterials\UPhysicalMaterial) * GetPhysicalMaterial() const


code: virtual bool GetParameterValue ( EMaterialParameterType Type, const [FMemoryImageMaterialParameterInfo](API\Runtime\Engine\FMemoryImageMaterialParameterInf-) & ParameterInfo, [FMaterialParameterMetadata](API\Runtime\Engine\FMaterialParameterMetadata) & OutValue, EMaterialGetParameterValueFlags Flags ) const


code: bool GetReentrantFlag ( bool bIsInGameThread ) const


description: Add to the set any texture referenced by expressions, including nested functions, as well as any overrides from parameters.

code: virtual void GetReferencedTexturesAndOverrides ( [TSet](API\Runtime\Core\Containers\TSet)< const [UTexture](API\Runtime\Engine\Engine\UTexture) * > & InOutTextures ) const


code: virtual bool GetRefractionSettings ( float & OutBiasValue ) const


description:
only valid in the editor!
The resource to use for rendering this material instance.

code: virtual [FMaterialRenderProxy](API\Runtime\Engine\Materials\FMaterialRenderProxy) * GetRenderProxy() const


description: Get the size of the object/resource for use in memory tools or to display to artists/LDs in the Editor This is the extended version which separates up the used memory into different memory regions (the actual definition of which may be platform specific).

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


description: Gathers a list of shader types sorted by vertex factory types that should be cached for this material. Avoids doing expensive material and shader compilation to acquire this information.

code: virtual void GetShaderTypes ( EShaderPlatform Platform, const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform, [TArray](API\Runtime\Core\Containers\TArray)< [FDebugShaderTypeInfo](API\Runtime\Engine\FDebugShaderTypeInfo) > & OutShaderInfo )


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


code: virtual [USubsurfaceProfile](API\Runtime\Engine\Engine\USubsurfaceProfile) * GetSubsurfaceProfile_Internal() const


description:
Returns the density of a texture in (LocalSpace Unit / Texture). Used for texture streaming metrics.
The density, or zero if no data is available for this texture.

code: virtual float GetTextureDensity ( [FName](API\Runtime\Core\UObject\FName) TextureName, const struct [FMeshUVChannelInfo](API\Runtime\Engine\FMeshUVChannelInfo) & UVChannelData ) const


code: void GetTextureExpressionValues ( const [FMaterialResource](API\Runtime\Engine\FMaterialResource) * MaterialResource, [TArray](API\Runtime\Core\Containers\TArray)< [UTexture](API\Runtime\Engine\Engine\UTexture) * > & OutTextures, [TArray](API\Runtime\Core\Containers\TArray)< [TArray](API\Runtime\Core\Containers\TArray)< int32 > > * OutIndices ) const


code: virtual bool GetTextureParameterValue ( const FHashedMaterialParameterInfo & ParameterInfo, class [UTexture](API\Runtime\Engine\Engine\UTexture) *& OutValue, bool bOveriddenOnly ) const


description:
Return a pointer to the physical material mask used by this material instance.
The physical material.

code: virtual [UPhysicalMaterialMask](API\Runtime\Engine\PhysicalMaterials\UPhysicalMaterialMask) * GetPhysicalMaterialMask() const


description:
Get all of the textures in the expression chain for the given property (ie fill in the given array with all textures in the chain).
bool true if successful, false if not.

code: virtual bool GetTexturesInPropertyChain ( EMaterialProperty InProperty, [TArray](API\Runtime\Core\Containers\TArray)< [UTexture](API\Runtime\Engine\Engine\UTexture) * > & OutTextures, [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > * OutTextureParamNames, struct [FStaticParameterSet](API\Runtime\Engine\FStaticParameterSet) * InStaticParameterSet, [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) InFeatureLevel, [EMaterialQualityLevel::Type](API\Runtime\Engine\EMaterialQualityLevel__Type) InQuality )


description: Return the textures used to render this material.

code: virtual void GetUsedTextures ( [TArray](API\Runtime\Core\Containers\TArray)< [UTexture](API\Runtime\Engine\Engine\UTexture) * > & OutTextures, [EMaterialQualityLevel::Type](API\Runtime\Engine\EMaterialQualityLevel__Type) QualityLevel, bool bAllQualityLevels, [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) FeatureLevel, bool bAllFeatureLevels ) const


description: Return the textures used to render this material and the material indices bound to each. Because material indices can change for each shader, this is limited to a single platform and quality level. An empty array in OutIndices means the index is undefined.

code: virtual void GetUsedTexturesAndIndices ( [TArray](API\Runtime\Core\Containers\TArray)< [UTexture](API\Runtime\Engine\Engine\UTexture) * > & OutTextures, [TArray](API\Runtime\Core\Containers\TArray)< [TArray](API\Runtime\Core\Containers\TArray)< int32 > > & OutIndices, [EMaterialQualityLevel::Type](API\Runtime\Engine\EMaterialQualityLevel__Type) QualityLevel, [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) FeatureLevel ) const


description:
Gets static parameter set for this material.
Static parameter set.

code: bool HasStaticParameters() const


code: virtual bool HasOverridenBaseProperties() const


description: Initialize the material instance's resources.

code: void InitResources()


description: Recompiles static permutations if necessary. Note: This modifies material variables used for rendering and is assumed to be called within a FMaterialUpdateContext!

code: void InitStaticPermutation ( EMaterialShaderPrecompileMode PrecompileMode )


description:
Determine whether this Material Instance is a child of another Material
true if this Material Instance is a child of the other Material.

code: bool IsChildOf ( const [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * Material ) const


description: Have we finished loading all the cooked platform data for the target platforms requested in BeginCacheForCookedPlatformData

code: virtual bool IsCachedCookedPlatformDataLoaded ( const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform )


description: CacheShaders

code: virtual bool IsComplete() const


description:
Test this material for dependency on a given material.
True if the material is dependent on TestDependency.

code: virtual bool IsDependent ( [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * TestDependency )


description: Same as above, but can be called concurrently

code: virtual bool IsDependent_Concurrent ( [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * TestDependency, TMicRecursionGuard RecursionGuard )


code: virtual bool IsDitheredLODTransition() const


description: Checks to see if an input property should be active, based on the state of the material

code: virtual bool IsPropertyActive ( EMaterialProperty InProperty ) const


description: Returns true if using this material instance would be equivalent to using its parent. i.e. no parameters/etc of any kind have been set.

code: virtual bool IsRedundant() const


description:
Called to check if the object is ready for FinishDestroy. This is called after BeginDestroy to check the completion of the potentially asynchronous object cleanup.
True if the object's asynchronous cleanup has completed and it is ready for FinishDestroy to be called.

code: virtual bool IsReadyForFinishDestroy()


code: virtual bool IsShadingModelFromMaterialExpression() const


description: Returns this material instance is allowed to override static parameters and introduce a new shader permutation when it derives from `CandidateParent_.

code: bool IsStaticPermutationAllowedForCandidateParent ( [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * CandidateParent ) const


code: virtual bool IsThinSurface() const


code: virtual bool IsTranslucencyWritingVelocity() const


code: virtual bool IterateDependentFunctions ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< bool([UMaterialFunctionInterface](API\Runtime\Engine\Materials\UMaterialFunctionInterface) *)> Predicate ) const


description: Output to the log which materials and textures are used by this material.

code: virtual void LogMaterialsAndTextures ( [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar, int32 Indent ) const


description: Overrides the default value of the given parameter (transient). This is used to implement realtime previewing of parameter defaults. Handles updating dependent MI's and cached uniform expressions.

code: virtual void OverrideNumericParameterDefault ( EMaterialParameterType Type, const FHashedMaterialParameterInfo & ParameterInfo, const [UE::Shader::FValue](API\Runtime\Engine\Shader\FValue) & Value, bool bOverride, [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) FeatureLevel )


description: Override a specific texture (transient)

code: virtual void OverrideTexture ( const [UTexture](API\Runtime\Engine\Engine\UTexture) * InTextureToOverride, [UTexture](API\Runtime\Engine\Engine\UTexture) * OverrideTexture, [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) InFeatureLevel )


description: Called when a property on this object has been modified externally

code: virtual void PostEditChangeProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


description: Called after applying a transaction to the object. Default implementation simply calls PostEditChange.

code: virtual void PostEditUndo()


description: Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.

code: virtual void PostLoad()