code: static [TArray](API\Runtime\Core\Containers\TArray)< class [UFactory](API\Editor\UnrealEd\Factories\UFactory) * > GetAssetFactories ( EMaterialParameterAssociation AssetType )


description: Gets the expression description of this parameter from the base material

module: MaterialEditor

code: static [FText](API\Runtime\Core\Internationalization\FText) GetParameterExpressionDescription ( [UDEditorParameterValue](API\Editor\UnrealEd\MaterialEditor\UDEditorParameterValue) * Parameter, [UObject](API\Runtime\CoreUObject\UObject\UObject) * MaterialEditorInstance )


description: Returns group for parameter. Creates one if needed.

code: static [FEditorParameterGroup](API\Editor\UnrealEd\MaterialEditor\FEditorParameterGroup) & GetParameterGroup ( class [UMaterial](API\Runtime\Engine\Materials\UMaterial) * InMaterial, [FName](API\Runtime\Core\UObject\FName) & ParameterGroup, [TArray](API\Runtime\Core\Containers\TArray)< [FEditorParameterGroup](API\Editor\UnrealEd\MaterialEditor\FEditorParameterGroup) > & ParameterGroups )


code: static [FText](API\Runtime\Core\Internationalization\FText) GetParameterTooltip ( [UDEditorParameterValue](API\Editor\UnrealEd\MaterialEditor\UDEditorParameterValue) * Parameter, [UObject](API\Runtime\CoreUObject\UObject\UObject) * MaterialEditorInstance )


code: static void GetVectorChannelMaskComboBoxStrings ( [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FString](API\Runtime\Core\Containers\FString) >> & OutComboBoxStrings, [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [SToolTip](API\Runtime\Slate\Widgets\SToolTip) >> & OutToolTips, [TArray](API\Runtime\Core\Containers\TArray)< bool > & OutRestrictedItems )


code: static [FString](API\Runtime\Core\Containers\FString) GetVectorChannelMaskValue ( [UDEditorParameterValue](API\Editor\UnrealEd\MaterialEditor\UDEditorParameterValue) * InParameter )


code: static [FString](API\Runtime\Core\Containers\FString) GetVectorChannelMaskValue ( [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UDEditorParameterValue](API\Editor\UnrealEd\MaterialEditor\UDEditorParameterValue) > InParameter )


description: Returns true if the parameter is being overridden

code: static bool IsOverriddenExpression ( [UDEditorParameterValue](API\Editor\UnrealEd\MaterialEditor\UDEditorParameterValue) * Parameter )


code: static bool IsOverriddenExpression ( [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UDEditorParameterValue](API\Editor\UnrealEd\MaterialEditor\UDEditorParameterValue) > Parameter )


code: static bool IsOverriddenExpression ( [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UDEditorParameterValue](API\Editor\UnrealEd\MaterialEditor\UDEditorParameterValue) > Parameter )


code: static ECheckBoxState IsOverriddenExpressionCheckbox ( [UDEditorParameterValue](API\Editor\UnrealEd\MaterialEditor\UDEditorParameterValue) * Parameter )


className: LayerID

code: static [FText](API\Runtime\Core\Internationalization\FText) LayerID = FInternationalization::ForUseOnlyByLocMacroAndGraphNodeTextLiterals_CreateText(TEXT( "Layer Asset" ), TEXT( "MaterialPropertyHelper" ), TEXT( "LayerID" ));


className: LayerParamName

code: static [FName](API\Runtime\Core\UObject\FName) LayerParamName = FName("Global MaterialLayersParameter Values");


code: static [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > MakeStackReorderHandle ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< SMaterialLayersFunctionsInstanceTreeItem > InOwningStack )


code: static [FReply](API\Runtime\SlateCore\Input\FReply) OnClickedSaveNewMaterialInstance ( class [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * Object, [UObject](API\Runtime\CoreUObject\UObject\UObject) * EditorObject )


code: static [FReply](API\Runtime\SlateCore\Input\FReply) OnClickedSaveNewMaterialInstance ( [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< class [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) > Object, [UObject](API\Runtime\CoreUObject\UObject\UObject) * EditorObject )


code: static [FReply](API\Runtime\SlateCore\Input\FReply) OnClickedSaveNewFunctionInstance ( class [UMaterialFunctionInterface](API\Runtime\Engine\Materials\UMaterialFunctionInterface) * Object, class [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * PreviewMaterial, [UObject](API\Runtime\CoreUObject\UObject\UObject) * EditorObject )


code: static [FReply](API\Runtime\SlateCore\Input\FReply) OnClickedSaveNewLayerInstance ( class [UMaterialFunctionInterface](API\Runtime\Engine\Materials\UMaterialFunctionInterface) * Object, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FSortedParamData](API\Editor\MaterialEditor\FSortedParamData) > InSortedData )


code: static void OnMaterialLayerAssetChanged ( const struct [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & InAssetData, int32 Index, EMaterialParameterAssociation MaterialType, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [IPropertyHandle](API\Editor\PropertyEditor\IPropertyHandle) > InHandle, [FMaterialLayersFunctions](API\Runtime\Engine\Materials\FMaterialLayersFunctions) * InMaterialFunction )


description: Called when a parameter is overridden;

code: static void OnOverrideParameter ( bool NewValue, [UDEditorParameterValue](API\Editor\UnrealEd\MaterialEditor\UDEditorParameterValue) * Parameter, [UMaterialEditorInstanceConstant](API\Editor\UnrealEd\MaterialEditor\UMaterialEditorInstanceConstant) * MaterialEditorInstance )


code: static bool OnShouldFilterCurveAsset ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData, [TSoftObjectPtr](API\Runtime\CoreUObject\UObject\TSoftObjectPtr)< [UCurveLinearColorAtlas](API\Runtime\Engine\Curves\UCurveLinearColorAtlas) > InAtlas )


code: static bool OnShouldSetCurveAsset ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData, [TSoftObjectPtr](API\Runtime\CoreUObject\UObject\TSoftObjectPtr)< [UCurveLinearColorAtlas](API\Runtime\Engine\Curves\UCurveLinearColorAtlas) > InAtlas )


code: static void ResetCurveToDefault ( [UDEditorParameterValue](API\Editor\UnrealEd\MaterialEditor\UDEditorParameterValue) * Parameter, [UMaterialEditorInstanceConstant](API\Editor\UnrealEd\MaterialEditor\UMaterialEditorInstanceConstant) * MaterialEditorInstance )


code: static void ResetCurveToDefault ( [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UDEditorParameterValue](API\Editor\UnrealEd\MaterialEditor\UDEditorParameterValue) > Parameter, [UMaterialEditorInstanceConstant](API\Editor\UnrealEd\MaterialEditor\UMaterialEditorInstanceConstant) * MaterialEditorInstance )


description: Specific resets for layer and blend asses

code: static void ResetLayerAssetToDefault ( [UDEditorParameterValue](API\Editor\UnrealEd\MaterialEditor\UDEditorParameterValue) * InParameter, [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< EMaterialParameterAssociation > InAssociation, int32 Index, [UMaterialEditorInstanceConstant](API\Editor\UnrealEd\MaterialEditor\UMaterialEditorInstanceConstant) * MaterialEditorInstance )


description: Generic material property reset to default implementation. Resets Parameter to default

code: static void ResetToDefault ( [UDEditorParameterValue](API\Editor\UnrealEd\MaterialEditor\UDEditorParameterValue) * Parameter, [UMaterialEditorInstanceConstant](API\Editor\UnrealEd\MaterialEditor\UMaterialEditorInstanceConstant) * MaterialEditorInstance )


code: static void ResetToDefault ( [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UDEditorParameterValue](API\Editor\UnrealEd\MaterialEditor\UDEditorParameterValue) > Parameter, [UMaterialEditorInstanceConstant](API\Editor\UnrealEd\MaterialEditor\UMaterialEditorInstanceConstant) * MaterialEditorInstance )


code: static void SetPositionFromCurveAsset ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData, [TSoftObjectPtr](API\Runtime\CoreUObject\UObject\TSoftObjectPtr)< [UCurveLinearColorAtlas](API\Runtime\Engine\Curves\UCurveLinearColorAtlas) > InAtlas, class [UDEditorScalarParameterValue](API\Editor\UnrealEd\MaterialEditor\UDEditorScalarParameterValue) * InParameter, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IPropertyHandle](API\Editor\PropertyEditor\IPropertyHandle) > PropertyHandle, [UObject](API\Runtime\CoreUObject\UObject\UObject) * MaterialEditorInstance )


code: static void SetVectorChannelMaskValue ( const [FString](API\Runtime\Core\Containers\FString) & StringValue, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IPropertyHandle](API\Editor\PropertyEditor\IPropertyHandle) > PropertyHandle, [UDEditorParameterValue](API\Editor\UnrealEd\MaterialEditor\UDEditorParameterValue) * InParameter, [UObject](API\Runtime\CoreUObject\UObject\UObject) * MaterialEditorInstance )


code: static void SetVectorChannelMaskValue ( const [FString](API\Runtime\Core\Containers\FString) & StringValue, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IPropertyHandle](API\Editor\PropertyEditor\IPropertyHandle) > PropertyHandle, [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UDEditorParameterValue](API\Editor\UnrealEd\MaterialEditor\UDEditorParameterValue) > InParameter, [UObject](API\Runtime\CoreUObject\UObject\UObject) * MaterialEditorInstance )


description: If reset to default button should show for a layer or blend asset

code: static bool ShouldLayerAssetShowResetToDefault ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FSortedParamData](API\Editor\MaterialEditor\FSortedParamData) > InParameterData, [UMaterialInstanceConstant](API\Runtime\Engine\Materials\UMaterialInstanceConstant) * InMaterialInstance )


code: static bool ShouldLayerAssetShowResetToDefault ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FSortedParamData](API\Editor\MaterialEditor\FSortedParamData) > InParameterData, [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UMaterialInstanceConstant](API\Runtime\Engine\Materials\UMaterialInstanceConstant) > InMaterialInstance )


code: static [EVisibility](API\Runtime\SlateCore\Layout\EVisibility) ShouldShowExpression ( [UDEditorParameterValue](API\Editor\UnrealEd\MaterialEditor\UDEditorParameterValue) * Parameter, [UMaterialEditorInstanceConstant](API\Editor\UnrealEd\MaterialEditor\UMaterialEditorInstanceConstant) * MaterialEditorInstance, FGetShowHiddenParameters ShowHiddenDelegate )


code: static [EVisibility](API\Runtime\SlateCore\Layout\EVisibility) ShouldShowExpression ( [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UDEditorParameterValue](API\Editor\UnrealEd\MaterialEditor\UDEditorParameterValue) > Parameter, [UMaterialEditorInstanceConstant](API\Editor\UnrealEd\MaterialEditor\UMaterialEditorInstanceConstant) * MaterialEditorInstance, FGetShowHiddenParameters ShowHiddenDelegate )


code: static bool ShouldShowResetToDefault ( [UDEditorParameterValue](API\Editor\UnrealEd\MaterialEditor\UDEditorParameterValue) * Parameter, [UMaterialEditorInstanceConstant](API\Editor\UnrealEd\MaterialEditor\UMaterialEditorInstanceConstant) * MaterialEditorInstance )


code: static bool ShouldShowResetToDefault ( [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UDEditorParameterValue](API\Editor\UnrealEd\MaterialEditor\UDEditorParameterValue) > Parameter, [UMaterialEditorInstanceConstant](API\Editor\UnrealEd\MaterialEditor\UMaterialEditorInstanceConstant) * MaterialEditorInstance )


code: static void TransitionAndCopyParameters ( class [UMaterialInstanceConstant](API\Runtime\Engine\Materials\UMaterialInstanceConstant) * ChildInstance, [TArray](API\Runtime\Core\Containers\TArray)< [FEditorParameterGroup](API\Editor\UnrealEd\MaterialEditor\FEditorParameterGroup) > & ParameterGroups, bool bForceCopy )


className: FMaterialPropertyHelpers

code: class FMaterialPropertyHelpers


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

code: virtual bool IsPersistent() const


description: Use preview settings when compiling material. Used to avoid culling nodes behind landscape weights.

code: virtual bool IsPreview() const


description: Material resource stats never requires a synchronous compilation, otherwise opening up empty (newly created) material instance will block compiling default mat's shaders.

code: virtual bool RequiresSynchronousCompilation() const


description: This will enable shader source extraction and pass paths to (eventual) offline shader compilers

code: virtual void SetupExtraCompilationSettings ( const EShaderPlatform Platform, [FExtraShaderCompilerSettings](API\Runtime\RenderCore\FExtraShaderCompilerSettings) & Settings ) const


code: virtual ~FMaterialResourceStats()


className: FMaterialResourceStats

description: Custom resource material class used to mark the resource as used for shader stats extraction

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


className: FMaterialStatistics

code: struct FMaterialStatistics

NumInterpolatorScalars

description: Number of interpolator scalars required for user-defined interpolators

NumPixelShaderInstructions

description: Number of instructions used by most expensive pixel shader in the material

NumPixelTextureSamples

description: Number of textures sampled by the pixel shader

NumSamplers

description: Number of samplers required by the material

NumUVScalars

description: Number of interpolator scalars required for UVs

NumVertexShaderInstructions

description: Number of instructions used by most expensive vertex shader in the material

NumVertexTextureSamples

description: Number of textures sampled by the vertex shader

NumVirtualTextureSamples

description: Number of virtual textures sampled


description: Call this to create an instance to FMaterialStats

code: static [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class FMaterialStats > CreateMaterialStats ( class [IMaterialEditor](API\Editor\MaterialEditor\IMaterialEditor) * MaterialEditor )


code: static void ExtractMatertialStatsInfo ( EShaderPlatform ShaderPlatform, struct FShaderStatsInfo & OutInfo, const [FMaterialResource](API\Runtime\Engine\FMaterialResource) * Target )


className: FRepresentativeShaderInfo

code: struct FRepresentativeShaderInfo

ShaderDescription

type: FString

ShaderName

type: FName

ShaderType

type: ERepresentative...


code: FRepresentativeShaderInfo &40; const ERepresentativeShader _ShaderType, const FName _ShaderName, const FString & _StrDescription &41;


className: FShaderInstructionsInfo

code: struct FShaderInstructionsInfo


code: static [FString](API\Runtime\Core\Containers\FString) GetPlatformOfflineCompilerPath ( const EShaderPlatform ShaderPlatform )


code: static void GetRepresentativeShaderTypesAndDescriptions ( [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), [TArray](API\Runtime\Core\Containers\TArray)< [FRepresentativeShaderInfo](API\Editor\MaterialEditor\FMaterialStatsUtils\FRepresentativeShaderInfo) >> & OutShaderTypeNameAndDescriptions, const class [FMaterial](API\Runtime\Engine\FMaterial) * TargetMaterial )


code: static [FString](API\Runtime\Core\Containers\FString) GetPlatformTypeName ( const EPlatformCategoryType InEnumValue )


description: Gets instruction counts that best represent the likely usage of this material based on shading model and other factors.

code: static void GetRepresentativeInstructionCounts ( [TArray](API\Runtime\Core\Containers\TArray)< [FShaderInstructionsInfo](API\Editor\MaterialEditor\FMaterialStatsUtils\FShaderInstructionsInfo) > & Results, const class [FMaterialResource](API\Runtime\Engine\FMaterialResource) * Target )


code: static bool IsPlatformOfflineCompilerAvailable ( const EShaderPlatform ShaderPlatform )


description: Utility functions that translate various enum values to strings

code: static [FString](API\Runtime\Core\Containers\FString) MaterialQualityToString ( const [EMaterialQualityLevel::Type](API\Runtime\Engine\EMaterialQualityLevel__Type) Quality )


code: static [FString](API\Runtime\Core\Containers\FString) MaterialQualityToShortString ( const [EMaterialQualityLevel::Type](API\Runtime\Engine\EMaterialQualityLevel__Type) Quality )


code: static bool PlatformNeedsOfflineCompiler ( const EShaderPlatform ShaderPlatform )


code: static [FSlateColor](API\Runtime\SlateCore\Styling\FSlateColor) PlatformTypeColor ( EPlatformCategoryType PlatformType )


code: static [FSlateColor](API\Runtime\SlateCore\Styling\FSlateColor) QualitySettingColor ( const [EMaterialQualityLevel::Type](API\Runtime\Engine\EMaterialQualityLevel__Type) QualityType )


code: static [FString](API\Runtime\Core\Containers\FString) RepresentativeShaderTypeToString ( const ERepresentativeShader ShaderType )


code: static [FString](API\Runtime\Core\Containers\FString) ShaderPlatformTypeName ( const EShaderPlatform PlatformID )


code: static [EMaterialQualityLevel::Type](API\Runtime\Engine\EMaterialQualityLevel__Type) StringToMaterialQuality ( const [FString](API\Runtime\Core\Containers\FString) & StrQuality )


description: Note: For now these defaults match the historical material editor behavior, not the texture editor's defaults.

code: FPreviewBackgroundSettings()


className: FMaterialStatsUtils

description: Class used for various stats utilities

code: class FMaterialStatsUtils


className: FPreviewBackgroundSettings

code: struct FPreviewBackgroundSettings

BackgroundColor

type: FColor

description: The color used as the background of the preview.

BackgroundType

type: EBackgroundType

description: The type of background to show (configured via the material editor)

BorderColor

description: Color to use for the border, if enabled.

bShowBorder

type: bool

description: If true, displays a border around the texture (configured via the material editor)

Checkerboard

type: FCheckerboardSe...


className: FSortedParamData

code: struct FSortedParamData

Children

type: TArray<TShared...

Group

type: FEditorParamete...

Parameter

type: TObjectPtr<UDE...

ParameterHandle

type: TSharedPtr<IPr...

ParameterInfo

type: FMaterialParame...

ParameterNode

type: TSharedPtr<IDe...

StackDataType

type: EStackDataType


className: FUnsortedParamData

code: struct FUnsortedParamData


description: Add the specified material expression's graph node to the list of selected nodes

code: virtual void AddToSelection ( [UMaterialExpression](API\Runtime\Engine\Materials\UMaterialExpression) * Expression )


description: Allows editor to veto the setting of a preview mesh

code: bool ApproveSetPreviewAsset ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InAsset )


description: Checks whether nodes can currently be pasted

code: virtual bool CanPasteNodes() const


description:
Creates a new material expression of the specified class.
UMaterialExpression* Newly created material expression

code: virtual [UMaterialExpression](API\Runtime\Engine\Materials\UMaterialExpression) * CreateNewMaterialExpression ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * NewExpressionClass, const FVector2D & NodePos, bool bAutoSelect, bool bAutoAssignResource, const class [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Graph )


description:
Creates a new material expression comment
UMaterialExpressionComment* Newly created material expression comment

code: virtual [UMaterialExpressionComment](API\Runtime\Engine\Materials\UMaterialExpressionComment) * CreateNewMaterialExpressionComment ( const FVector2D & NodePos, const class [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Graph )


description:
Creates a new material expression composite, along with related child pinbase expressions
UMaterialExpressionComposite* Newly created material expression composite

code: virtual [UMaterialExpressionComposite](API\Runtime\Engine\Materials\UMaterialExpressionComposite) * CreateNewMaterialExpressionComposite ( const FVector2D & NodePos, const class [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Graph )


description: Delete an array of Material Graph Nodes and their corresponding expressions/comments

code: virtual void DeleteNodes ( const [TArray](API\Runtime\Core\Containers\TArray)< class [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * > & NodesToDelete )


description: Disconnects and removes the selected material graph nodes.

code: virtual void DeleteSelectedNodes()


description: Draws messages on the specified viewport and canvas.

code: void DrawMessages ( [FViewport](API\Runtime\Engine\FViewport) * Viewport, [FCanvas](API\Runtime\Engine\FCanvas) * Canvas )


className: FMaterialEditorClosedEvent

description: Delegate to be called when thisIMaterialEditoris about to be destroyed

code: class FMaterialEditorClosedEvent : public TBaseMulticastDelegate_NoParams< void >


description: Refreshes all material expression previews, regardless of whether or not realtime previews are enabled.


className: FRegisterTabSpawnersEvent

description: Delegate to be called when the tabs are being registered

code: class FRegisterTabSpawnersEvent : public TBaseMulticastDelegate_OneParam< void, const TSharedRef< class FTabManager > & >


className: FUnregisterTabSpawnersEvent

description: Delegate to be called when the tabs are being unregistered

code: class FUnregisterTabSpawnersEvent : public TBaseMulticastDelegate_OneParam< void, const TSharedRef< class FTabManager > & >


description: Fills inheritance drop down menu

code: virtual void GenerateInheritanceMenu ( class [UToolMenu](API\Developer\ToolMenus\UToolMenu) * Menu )


description: Get the visible bounds of the given graph node

code: virtual void GetBoundsForNode ( const [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * InNode, class [FSlateRect](API\Runtime\SlateCore\Layout\FSlateRect) & OutRect, float InPadding ) const


description:
Gets the preview for an expression
FMaterialRenderProxy* The expression preview

code: virtual [FMaterialRenderProxy](API\Runtime\Engine\Materials\FMaterialRenderProxy) * GetExpressionPreview ( [UMaterialExpression](API\Runtime\Engine\Materials\UMaterialExpression) * InExpression )


description: The material instance applied to the preview mesh.

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


description: Gets the number of selected nodes

code: virtual int32 GetNumberOfSelectedNodes() const


description: Gets the name of the material or material function that we are editing

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


description: Get the currently selected set of nodes

code: virtual [TSet](API\Runtime\Core\Containers\TSet)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > GetSelectedNodes() const


description: Jumps to the node for this expression, if possible

code: virtual void JumpToExpression ( [UMaterialExpression](API\Runtime\Engine\Materials\UMaterialExpression) * Expression )


description: Jumps to a specific node or graph

code: virtual void JumpToHyperlink ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * ObjectReference )


description: Call this to notify the editor that the edited material changed from outside


description: Paste nodes at a specific location

code: virtual void PasteNodesHere ( const FVector2D & Location, const class [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Graph )


code: virtual void UpdateDetailView()


description: Re-links the material and updates its representation in the editor, used when graph is changed outside of editor code.


description: Updates the SearchResults array based on the search query

code: virtual void UpdateSearch ( bool bQueryChanged )


className: IMaterialEditor

description: Public interface to Material Editor

code: class IMaterialEditor : public [FWorkflowCentricApplication](API\Editor\UnrealEd\WorkflowOrientedApp\FWorkflowCentricApplication), public [IHasMenuExtensibility](API\Editor\UnrealEd\Toolkits\IHasMenuExtensibility), public [IHasToolBarExtensibility](API\Editor\UnrealEd\Toolkits\IHasToolBarExtensibility)


description: Creates a new material editor, either for a material or a material function

code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IMaterialEditor](API\Editor\MaterialEditor\IMaterialEditor) > CreateMaterialEditor ( const [EToolkitMode::Type](API\Editor\EditorFramework\Toolkits\EToolkitMode__Type) Mode, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IToolkitHost](API\Editor\EditorFramework\Toolkits\IToolkitHost) > & InitToolkitHost, [UMaterial](API\Runtime\Engine\Materials\UMaterial) * Material )


code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IMaterialEditor](API\Editor\MaterialEditor\IMaterialEditor) > CreateMaterialEditor ( const [EToolkitMode::Type](API\Editor\EditorFramework\Toolkits\EToolkitMode__Type) Mode, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IToolkitHost](API\Editor\EditorFramework\Toolkits\IToolkitHost) > & InitToolkitHost, [UMaterialFunction](API\Runtime\Engine\Materials\UMaterialFunction) * MaterialFunction )


code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IMaterialEditor](API\Editor\MaterialEditor\IMaterialEditor) > CreateMaterialInstanceEditor ( const [EToolkitMode::Type](API\Editor\EditorFramework\Toolkits\EToolkitMode__Type) Mode, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IToolkitHost](API\Editor\EditorFramework\Toolkits\IToolkitHost) > & InitToolkitHost, [UMaterialInstance](API\Runtime\Engine\Materials\UMaterialInstance) * MaterialInstance )


code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IMaterialEditor](API\Editor\MaterialEditor\IMaterialEditor) > CreateMaterialInstanceEditor ( const [EToolkitMode::Type](API\Editor\EditorFramework\Toolkits\EToolkitMode__Type) Mode, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IToolkitHost](API\Editor\EditorFramework\Toolkits\IToolkitHost) > & InitToolkitHost, [UMaterialFunctionInstance](API\Runtime\Engine\Materials\UMaterialFunctionInstance) * MaterialFunction )


className: FMaterialEditorOpenedEvent

description: Delegate to be called when a Material Editor is created, for toolbar, tab, and menu extension

code: class FMaterialEditorOpenedEvent : public TBaseMulticastDelegate_OneParam< void, TWeakPtr< IMaterialEditor > >


className: FMaterialFunctionEditorOpenedEvent

description: Delegate to be called when a Material Function Editor is created, for toolbar, tab, and menu extension

code: class FMaterialFunctionEditorOpenedEvent : public TBaseMulticastDelegate_OneParam< void, TWeakPtr< IMaterialEditor > >


className: FMaterialInstanceEditorOpenedEvent

description: Delegate to be called when a Material Instance Editor is created, for toolbar, tab, and menu extension

code: class FMaterialInstanceEditorOpenedEvent : public TBaseMulticastDelegate_OneParam< void, TWeakPtr< IMaterialEditor > >


code: typedef TBaseDelegate_OneParam< [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FExtender](API\Runtime\Slate\Framework\MultiBox\FExtender) >, const [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * > FMaterialMenuExtender_MaterialInterface


className: FMaterialMenuExtender

description: Delegates to be called to extend the material menus

code: typedef TBaseDelegate_OneParam< [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FExtender](API\Runtime\Slate\Framework\MultiBox\FExtender) >, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FUICommandList](API\Runtime\Slate\Framework\Commands\FUICommandList) > > FMaterialMenuExtender


description:
Singleton-like access to this module's interface. This is just for convenience! Beware of calling this during the shutdown phase, though. Your module might have been unloaded already.
Returns singleton instance, loading the module on demand if needed

code: static [IMaterialEditorModule](API\Editor\MaterialEditor\IMaterialEditorModule) & Get()


code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [FMaterialMenuExtender](API\Editor\MaterialEditor\IMaterialEditorModule\FMaterialMenuExtender) > & GetAllMaterialCanvasMenuExtenders()


description: Retrieves all visible parameters within the material.

code: void GetVisibleMaterialParameters ( const class [UMaterial](API\Runtime\Engine\Materials\UMaterial) * Material, class [UMaterialInstance](API\Runtime\Engine\Materials\UMaterialInstance) * MaterialInstance, [TArray](API\Runtime\Core\Containers\TArray)< [FMaterialParameterInfo](API\Runtime\Engine\FMaterialParameterInfo) > & VisibleExpressions )


className: IMaterialEditorModule

description: Material editor module interface

code: class IMaterialEditorModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface), public [IHasMenuExtensibility](API\Editor\UnrealEd\Toolkits\IHasMenuExtensibility), public [IHasToolBarExtensibility](API\Editor\UnrealEd\Toolkits\IHasToolBarExtensibility)


code: void Construct ( const [FArguments](API\Editor\MaterialEditor\SFindInMaterial\FArguments) & InArgs, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class FMaterialEditor > InMaterialEditor )


className: WidgetArgsType

code: typedef FArguments WidgetArgsType


className: FArguments

code: struct FArguments : public [TSlateBaseNamedArgs< SFindInMaterial >](API\Runtime\SlateCore\Widgets\TSlateBaseNamedArgs)


description: Focuses this widget's search box

code: void FocusForUse()


description: Begins the search based on the SearchValue

code: void InitiateSearch()


className: FSearchResult

code: typedef [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FFindInMaterialResult](API\Editor\MaterialEditor\FFindInMaterialResult) > FSearchResult


description: Find any results that contain all of the tokens

code: void MatchTokens ( const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & Tokens )


description: Find any results that contain all of the tokens in provided graph and subgraphs

code: void MatchTokensInGraph ( const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Graph, const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & Tokens )


description: Called when a new row is being generated

code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [ITableRow](API\Runtime\Slate\Widgets\Views\ITableRow) > OnGenerateRow ( [FSearchResult](API\Editor\MaterialEditor\SFindInMaterial\FSearchResult) InItem, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [STableViewBase](API\Runtime\Slate\Widgets\Views\STableViewBase) > & OwnerTable )


description: Get the children of a row

code: void OnGetChildren ( [FSearchResult](API\Editor\MaterialEditor\SFindInMaterial\FSearchResult) InItem, [TArray](API\Runtime\Core\Containers\TArray)< [FSearchResult](API\Editor\MaterialEditor\SFindInMaterial\FSearchResult) > & OutChildren )


description: Called when user changes the text they are searching for

code: void OnSearchTextChanged ( const [FText](API\Runtime\Core\Internationalization\FText) & Text )


description: Called when user changes commits text to the search box

code: void OnSearchTextCommitted ( const [FText](API\Runtime\Core\Internationalization\FText) & Text, [ETextCommit::Type](API\Runtime\SlateCore\Types\ETextCommit__Type) CommitType )


description: Called when user clicks on a new result

code: void OnTreeSelectionChanged ( [FSearchResult](API\Editor\MaterialEditor\SFindInMaterial\FSearchResult) Item, [ESelectInfo::Type](API\Runtime\SlateCore\Types\ESelectInfo__Type) SelectInfo )


description: Called when user double clicks on a new result

code: void OnTreeSelectionDoubleClick ( [FSearchResult](API\Editor\MaterialEditor\SFindInMaterial\FSearchResult) Item )


className: STreeViewType

code: typedef [STreeView](API\Editor\UnrealEd\STreeView)< [FSearchResult](API\Editor\MaterialEditor\SFindInMaterial\FSearchResult) > STreeViewType


description: Determines if a string matches the search tokens

code: static bool StringMatchesSearchTokens ( const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & Tokens, const [FString](API\Runtime\Core\Containers\FString) & ComparisonString )


code: void Construct ( const [FArguments](API\Editor\MaterialEditor\SLayerHandle\FArguments) & InArgs )


className: SFindInMaterial

description: Widget for searching for items that are part of aUEdGraph

code: class SFindInMaterial : public [SCompoundWidget](API\Runtime\SlateCore\Widgets\SCompoundWidget)

HighlightText

type: FText

description: The string to highlight in the results

ItemsFound

type: TArray<FSearch...

description: This buffer stores the currently displayed results

MaterialEditorPtr

type: TWeakPtr< class...

description: Pointer back to the Material editor that owns us

RootSearchResult

type: FSearchResult

description: We need to keep a handle on the root result, because it won't show up in the tree

SearchTextField

type: TSharedPtr< cla...

description: The search text box

SearchValue

description: The string to search for

TreeView

type: TSharedPtr<STr...

description: The tree view displays the results


code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [FLayerDragDropOp](API\Editor\MaterialEditor\FLayerDragDropOp) > CreateDragDropOperation ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< SMaterialLayersFunctionsInstanceTreeItem > InOwningStack )


code: NamedSlotProperty< FArguments > Content&40;&41;


code: FArguments & operator&91;&93; &40; const TSharedRef< SWidget > & InChild &41;


code: WidgetArgsType & OwningStack &40; TSharedPtr< SMaterialLayersFunctionsInstanceTreeItem > InArg &41;


code: typedef FArguments WidgetArgsType


code: struct FArguments : public [TSlateBaseNamedArgs< SLayerHandle >](API\Runtime\SlateCore\Widgets\TSlateBaseNamedArgs)


description: Called when Slate detects that a widget started to be dragged. Usage: A widget can ask Slate to detect a drag. OnMouseDown() reply withFReply::Handled().DetectDrag( SharedThis(this) ). Slate will either send anOnDragDetected()event or do nothing. If the user releases a mouse button or leaves the widget before a drag is triggered (maybe user started at the very edge) then no event will be sent.

code: virtual [FReply](API\Runtime\SlateCore\Input\FReply) OnDragDetected ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & MyGeometry, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & MouseEvent )


description:
MOUSE INPUT The system calls this method to notify the widget that a mouse button was pressed within it. This event is bubbled.
Whether the event was handled along with possible requests for the system to take action.

code: virtual [FReply](API\Runtime\SlateCore\Input\FReply) OnMouseButtonDown ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & MyGeometry, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & MouseEvent )


description: Clears all material parameters set by this Material Instance

code: static void ClearAllMaterialInstanceParameters ( [UMaterialInstanceConstant](API\Runtime\Engine\Materials\UMaterialInstanceConstant) * Instance )


className: SLayerHandle

code: class SLayerHandle : public [SCompoundWidget](API\Runtime\SlateCore\Widgets\SCompoundWidget)


description: Create connection between two material expressions

code: static bool ConnectMaterialExpressions ( [UMaterialExpression](API\Runtime\Engine\Materials\UMaterialExpression) * FromExpression, [FString](API\Runtime\Core\Containers\FString) FromOutputName, [UMaterialExpression](API\Runtime\Engine\Materials\UMaterialExpression) * ToExpression, [FString](API\Runtime\Core\Containers\FString) ToInputName )


description: Connect a material expression output to one of the material property inputs (e.g. diffuse color, opacity etc)

code: static bool ConnectMaterialProperty ( [UMaterialExpression](API\Runtime\Engine\Materials\UMaterialExpression) * FromExpression, [FString](API\Runtime\Core\Containers\FString) FromOutputName, EMaterialProperty Property )


description: Create a new material expression node within the supplied material function

code: static [UMaterialExpression](API\Runtime\Engine\Materials\UMaterialExpression) * CreateMaterialExpressionInFunction ( [UMaterialFunction](API\Runtime\Engine\Materials\UMaterialFunction) * MaterialFunction, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UMaterialExpression](API\Runtime\Engine\Materials\UMaterialExpression) > ExpressionClass, int32 NodePosX, int32 NodePosY )


description: Create a new material expression node within the supplied material

code: static [UMaterialExpression](API\Runtime\Engine\Materials\UMaterialExpression) * CreateMaterialExpression ( [UMaterial](API\Runtime\Engine\Materials\UMaterial) * Material, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UMaterialExpression](API\Runtime\Engine\Materials\UMaterialExpression) > ExpressionClass, int32 NodePosX, int32 NodePosY )


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

code: static [UMaterialExpression](API\Runtime\Engine\Materials\UMaterialExpression) * CreateMaterialExpressionEx ( [UMaterial](API\Runtime\Engine\Materials\UMaterial) * Material, [UMaterialFunction](API\Runtime\Engine\Materials\UMaterialFunction) * MaterialFunction, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UMaterialExpression](API\Runtime\Engine\Materials\UMaterialExpression) > ExpressionClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * SelectedAsset, int32 NodePosX, int32 NodePosY, bool bAllowMarkingPackageDirty )


description: Delete all material expressions in the supplied material function

code: static void DeleteAllMaterialExpressionsInFunction ( [UMaterialFunction](API\Runtime\Engine\Materials\UMaterialFunction) * MaterialFunction )


description: Delete all material expressions in the supplied material

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


description: Delete a specific expression from a material function. Will disconnect from other expressions.

code: static void DeleteMaterialExpressionInFunction ( [UMaterialFunction](API\Runtime\Engine\Materials\UMaterialFunction) * MaterialFunction, [UMaterialExpression](API\Runtime\Engine\Materials\UMaterialExpression) * Expression )


description: Delete a specific expression from a material. Will disconnect from other expressions.

code: static void DeleteMaterialExpression ( [UMaterial](API\Runtime\Engine\Materials\UMaterial) * Material, [UMaterialExpression](API\Runtime\Engine\Materials\UMaterialExpression) * Expression )


description: Duplicates the provided material expression adding it to the same material / material function, and copying parameters. Note: Does not duplicate transient properties (Ex: GraphNode).

code: static [UMaterialExpression](API\Runtime\Engine\Materials\UMaterialExpression) * DuplicateMaterialExpression ( [UMaterial](API\Runtime\Engine\Materials\UMaterial) * Material, [UMaterialFunction](API\Runtime\Engine\Materials\UMaterialFunction) * MaterialFunction, [UMaterialExpression](API\Runtime\Engine\Materials\UMaterialExpression) * Expression )


description: Gets all direct child mat instances

code: static void GetChildInstances ( [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * Parent, [TArray](API\Runtime\Core\Containers\TArray)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > & ChildInstances )


description: Get the output name of input node connected to MaterialExpression from an active material editor

code: static bool GetInputNodeOutputNameForMaterialExpression ( [UMaterialExpression](API\Runtime\Engine\Materials\UMaterialExpression) * MaterialExpression, [UMaterialExpression](API\Runtime\Engine\Materials\UMaterialExpression) * InputNode, [FString](API\Runtime\Core\Containers\FString) & OutputName )


description: Get the set of nodes acting as inputs to a node from an active material editor

code: static [TArray](API\Runtime\Core\Containers\TArray)< [UMaterialExpression](API\Runtime\Engine\Materials\UMaterialExpression) * > GetInputsForMaterialExpression ( [UMaterial](API\Runtime\Engine\Materials\UMaterial) * Material, [UMaterialExpression](API\Runtime\Engine\Materials\UMaterialExpression) * MaterialExpression )


description: Get the default scalar (float) parameter value from a Material

code: static float GetMaterialDefaultScalarParameterValue ( [UMaterial](API\Runtime\Engine\Materials\UMaterial) * Material, [FName](API\Runtime\Core\UObject\FName) ParameterName )


description: Get the default texture parameter value from a Material

code: static [UTexture](API\Runtime\Engine\Engine\UTexture) * GetMaterialDefaultTextureParameterValue ( [UMaterial](API\Runtime\Engine\Materials\UMaterial) * Material, [FName](API\Runtime\Core\UObject\FName) ParameterName )


description: Get the default vector parameter value from a Material

code: static [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetMaterialDefaultVectorParameterValue ( [UMaterial](API\Runtime\Engine\Materials\UMaterial) * Material, [FName](API\Runtime\Core\UObject\FName) ParameterName )


description: Get the default static switch parameter value from a Material

code: static bool GetMaterialDefaultStaticSwitchParameterValue ( [UMaterial](API\Runtime\Engine\Materials\UMaterial) * Material, [FName](API\Runtime\Core\UObject\FName) ParameterName )


description: Get the position of the MaterialExpression node.

code: static void GetMaterialExpressionNodePosition ( [UMaterialExpression](API\Runtime\Engine\Materials\UMaterialExpression) * MaterialExpression, int32 & NodePosX, int32 & NodePosY )


description: Get the array of input pin names for a material expression

code: static [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > GetMaterialExpressionInputNames ( [UMaterialExpression](API\Runtime\Engine\Materials\UMaterialExpression) * MaterialExpression )


description: Get the array of input pin types for a material expression

code: static [TArray](API\Runtime\Core\Containers\TArray)< int32 > GetMaterialExpressionInputTypes ( [UMaterialExpression](API\Runtime\Engine\Materials\UMaterialExpression) * MaterialExpression )


description: Get the current scalar (float) parameter value from a Material Instance

code: static float GetMaterialInstanceScalarParameterValue ( [UMaterialInstanceConstant](API\Runtime\Engine\Materials\UMaterialInstanceConstant) * Instance, [FName](API\Runtime\Core\UObject\FName) ParameterName, EMaterialParameterAssociation Association )


description: Get the current texture parameter value from a Material Instance

code: static [UTexture](API\Runtime\Engine\Engine\UTexture) * GetMaterialInstanceTextureParameterValue ( [UMaterialInstanceConstant](API\Runtime\Engine\Materials\UMaterialInstanceConstant) * Instance, [FName](API\Runtime\Core\UObject\FName) ParameterName, EMaterialParameterAssociation Association )


code: static [URuntimeVirtualTexture](API\Runtime\Engine\VT\URuntimeVirtualTexture) * GetMaterialInstanceRuntimeVirtualTextureParameterValue ( [UMaterialInstanceConstant](API\Runtime\Engine\Materials\UMaterialInstanceConstant) * Instance, [FName](API\Runtime\Core\UObject\FName) ParameterName, EMaterialParameterAssociation Association )


code: static [USparseVolumeTexture](API\Runtime\Engine\SparseVolumeTexture\USparseVolumeTexture) * GetMaterialInstanceSparseVolumeTextureParameterValue ( [UMaterialInstanceConstant](API\Runtime\Engine\Materials\UMaterialInstanceConstant) * Instance, [FName](API\Runtime\Core\UObject\FName) ParameterName, EMaterialParameterAssociation Association )


description: Get the current vector parameter value from a Material Instance

code: static [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetMaterialInstanceVectorParameterValue ( [UMaterialInstanceConstant](API\Runtime\Engine\Materials\UMaterialInstanceConstant) * Instance, [FName](API\Runtime\Core\UObject\FName) ParameterName, EMaterialParameterAssociation Association )


description: Get the current static switch parameter value from a Material Instance

code: static bool GetMaterialInstanceStaticSwitchParameterValue ( [UMaterialInstanceConstant](API\Runtime\Engine\Materials\UMaterialInstanceConstant) * Instance, [FName](API\Runtime\Core\UObject\FName) ParameterName, EMaterialParameterAssociation Association )


description: Get the node output name providing the output for a given material property from an active material editor

code: static [FString](API\Runtime\Core\Containers\FString) GetMaterialPropertyInputNodeOutputName ( [UMaterial](API\Runtime\Engine\Materials\UMaterial) * Material, EMaterialProperty Property )


description: Get the node providing the output for a given material property from an active material editor

code: static [UMaterialExpression](API\Runtime\Engine\Materials\UMaterialExpression) * GetMaterialPropertyInputNode ( [UMaterial](API\Runtime\Engine\Materials\UMaterial) * Material, EMaterialProperty Property )


description: Get the set of selected nodes from an active material editor

code: static [TSet](API\Runtime\Core\Containers\TSet)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > GetMaterialSelectedNodes ( [UMaterial](API\Runtime\Engine\Materials\UMaterial) * Material )


description: Returns any nanite override material for the given material

code: static [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * GetNaniteOverrideMaterial ( [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * Material )


description: Returns number of material expressions in the supplied material

code: static int32 GetNumMaterialExpressions ( const [UMaterial](API\Runtime\Engine\Materials\UMaterial) * Material )


code: static int32 GetNumMaterialExpressionsInFunction ( const [UMaterialFunction](API\Runtime\Engine\Materials\UMaterialFunction) * MaterialFunction )


description: Gets all scalar parameter names

code: static void GetScalarParameterNames ( [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * Material, [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & ParameterNames )


description:
Returns the path of the asset where the parameter originated, as well as true/false if it was found
Whether or not the parameter was found in this material

code: static bool GetScalarParameterSource ( [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * Material, const [FName](API\Runtime\Core\UObject\FName) ParameterName, [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) & ParameterSource )


description: Gets all static switch parameter names

code: static void GetStaticSwitchParameterNames ( [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * Material, [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & ParameterNames )


description: Returns statistics about the given material

code: static [FMaterialStatistics](API\Editor\MaterialEditor\FMaterialStatistics) GetStatistics ( [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * Material )


description: Gets all texture parameter names

code: static void GetTextureParameterNames ( [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * Material, [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & ParameterNames )


code: static bool GetTextureParameterSource ( [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * Material, const [FName](API\Runtime\Core\UObject\FName) ParameterName, [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) & ParameterSource )


code: static bool GetStaticSwitchParameterSource ( [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * Material, const [FName](API\Runtime\Core\UObject\FName) ParameterName, [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) & ParameterSource )


description: Get the list of textures used by a material

code: static [TArray](API\Runtime\Core\Containers\TArray)< [UTexture](API\Runtime\Engine\Engine\UTexture) * > GetUsedTextures ( [UMaterial](API\Runtime\Engine\Materials\UMaterial) * Material )


description: Gets all vector parameter names

code: static void GetVectorParameterNames ( [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * Material, [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & ParameterNames )


code: static bool GetVectorParameterSource ( [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * Material, const [FName](API\Runtime\Core\UObject\FName) ParameterName, [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) & ParameterSource )


description: Check if a particular usage is enabled for the supplied material (e.g. SkeletalMesh, ParticleSprite etc)

code: static bool HasMaterialUsage ( [UMaterial](API\Runtime\Engine\Materials\UMaterial) * Material, EMaterialUsage Usage )


description: Layouts the expressions in a grid pattern

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


code: static void LayoutMaterialFunctionExpressions ( [UMaterialFunction](API\Runtime\Engine\Materials\UMaterialFunction) * MaterialFunction )


description: Rebuilds dependent Material Instance Editors

code: static void RebuildMaterialInstanceEditors ( [UMaterial](API\Runtime\Engine\Materials\UMaterial) * BaseMaterial )


code: static void RebuildMaterialInstanceEditors ( [UMaterialFunction](API\Runtime\Engine\Materials\UMaterialFunction) * BaseFunction )


description: Trigger a recompile of a material. Must be performed after making changes to the graph to have changes reflected.

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


description: Set the scalar (float) parameter value for a Material Instance

code: static bool SetMaterialInstanceScalarParameterValue ( [UMaterialInstanceConstant](API\Runtime\Engine\Materials\UMaterialInstanceConstant) * Instance, [FName](API\Runtime\Core\UObject\FName) ParameterName, float Value, EMaterialParameterAssociation Association )


description: Set the texture parameter value for a Material Instance

code: static bool SetMaterialInstanceTextureParameterValue ( [UMaterialInstanceConstant](API\Runtime\Engine\Materials\UMaterialInstanceConstant) * Instance, [FName](API\Runtime\Core\UObject\FName) ParameterName, [UTexture](API\Runtime\Engine\Engine\UTexture) * Value, EMaterialParameterAssociation Association )


code: static bool SetMaterialInstanceRuntimeVirtualTextureParameterValue ( [UMaterialInstanceConstant](API\Runtime\Engine\Materials\UMaterialInstanceConstant) * Instance, [FName](API\Runtime\Core\UObject\FName) ParameterName, [URuntimeVirtualTexture](API\Runtime\Engine\VT\URuntimeVirtualTexture) * Value, EMaterialParameterAssociation Association )


code: static bool SetMaterialInstanceSparseVolumeTextureParameterValue ( [UMaterialInstanceConstant](API\Runtime\Engine\Materials\UMaterialInstanceConstant) * Instance, [FName](API\Runtime\Core\UObject\FName) ParameterName, [USparseVolumeTexture](API\Runtime\Engine\SparseVolumeTexture\USparseVolumeTexture) * Value, EMaterialParameterAssociation Association )


description: Set the vector parameter value for a Material Instance

code: static bool SetMaterialInstanceVectorParameterValue ( [UMaterialInstanceConstant](API\Runtime\Engine\Materials\UMaterialInstanceConstant) * Instance, [FName](API\Runtime\Core\UObject\FName) ParameterName, [FLinearColor](API\Runtime\Core\Math\FLinearColor) Value, EMaterialParameterAssociation Association )


description: Set the static switch parameter value for a Material Instance

code: static bool SetMaterialInstanceStaticSwitchParameterValue ( [UMaterialInstanceConstant](API\Runtime\Engine\Materials\UMaterialInstanceConstant) * Instance, [FName](API\Runtime\Core\UObject\FName) ParameterName, bool Value, EMaterialParameterAssociation Association )


description: Set the parent Material or Material Instance to use for this Material Instance

code: static void SetMaterialInstanceParent ( [UMaterialInstanceConstant](API\Runtime\Engine\Materials\UMaterialInstanceConstant) * Instance, [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * NewParent )


description: Enable a particular usage for the supplied material (e.g. SkeletalMesh, ParticleSprite etc)

code: static bool SetMaterialUsage ( [UMaterial](API\Runtime\Engine\Materials\UMaterial) * Material, EMaterialUsage Usage, bool & bNeedsRecompile )


description: Update a Material Function after edits have been made. Will recompile any Materials that use the supplied Material Function.

code: static void UpdateMaterialFunction ( [UMaterialFunctionInterface](API\Runtime\Engine\Materials\UMaterialFunctionInterface) * MaterialFunction, [UMaterial](API\Runtime\Engine\Materials\UMaterial) * PreviewMaterial )


description: Called after making modifications to a Material Instance to recompile shaders etc.

code: static void UpdateMaterialInstance ( [UMaterialInstanceConstant](API\Runtime\Engine\Materials\UMaterialInstanceConstant) * Instance )


className: UMaterialEditingLibrary

description: Blueprint library for creating/editing Materials

code: class UMaterialEditingLibrary : public [UBlueprintFunctionLibrary](API\Runtime\Engine\Kismet\UBlueprintFunctionLibrary)


className: UMaterialEditorMenuContext

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

MaterialEditor

type: TWeakPtr<IMate...


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

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


className: UMaterialEditorSettings

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

DefaultPreviewHeight

description: The height (in pixels) of the preview viewport when a material editor is first opened.

DefaultPreviewWidth

description: The width (in pixels) of the preview viewport when a material editor is first opened.

MaliOfflineCompilerPath

type: FFilePath

description: Path to user installed Mali shader compiler that can be used by the material editor to compile and extract shader informations for Android platforms.

OnPostEditChange

type: FSimpleMulticas...

description: Allow listening for changes just to this settings object without having to listen to all UObjects.

PreviewBackground

type: FPreviewBackgro...

description: Configures the background shown behind the UI material preview.


description: Get reference to the Merge Actors module instance

module: MergeActors

code: static [IMergeActorsModule](API\Editor\MergeActors\IMergeActorsModule) & Get()


description: Get currently registered list of MergeActors tools

code: void GetRegisteredMergeActorsTools ( [TArray](API\Runtime\Core\Containers\TArray)< [IMergeActorsTool](API\Editor\MergeActors\IMergeActorsTool) * > & OutTools )


description: Register anIMergeActorsToolwith the module, passing ownership to it

code: bool RegisterMergeActorsTool ( [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [IMergeActorsTool](API\Editor\MergeActors\IMergeActorsTool) > Tool )


description: Unregister anIMergeActorsToolwith the module

code: bool UnregisterMergeActorsTool ( [IMergeActorsTool](API\Editor\MergeActors\IMergeActorsTool) * Tool )


className: IMergeActorsModule

description: Merge Actors module interface

code: class IMergeActorsModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


description:
Checks if merge operation is valid from the current selection
true if merge can be executed

code: bool CanMergeFromSelection() const


code: bool CanMergeFromWidget() const


description: Get default name for the merged asset package


description: Get the name of the icon displayed in the Merge Actors toolbar


description: Checks if the Replace Source Actors option is selected

code: bool GetReplaceSourceActors() const


description: Get tool name text to be displayed in the menus & Merge Actors toolbar


description: Get Tooltip text displayed in the Merge Actors toolbar


description: Gets the widget instance associated with this tool

code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > GetWidget()


description:
Perform merge operation from the current selection
true if the merge succeeded

code: bool RunMergeFromSelection()


description: Perform merge operation from the selection in the Merge Actors panel

code: bool RunMergeFromWidget()


description: Changes the Replace Source Actors option

code: void SetReplaceSourceActors ( bool bReplaceSourceActors )


description: Virtual destructor

code: virtual ~IMergeActorsTool()


className: IMergeActorsTool

description: Merge Actors tool interface

code: class IMergeActorsTool


description: Retrieves the influenced vertex indices and positions that intersect the given sphere

module: MeshPaint

code: virtual void GetInfluencedVertexData ( const float ComponentSpaceSquaredBrushRadius, const FVector & ComponentSpaceBrushPosition, const FVector & ComponentSpaceCameraPosition, const bool bOnlyFrontFacing, [TArray](API\Runtime\Core\Containers\TArray)< TPair< int32, FVector >> & OutData ) const


description: Retrieves the influenced vertex indices which intersect the given sphere

code: virtual void GetInfluencedVertexIndices ( const float ComponentSpaceSquaredBrushRadius, const FVector & ComponentSpaceBrushPosition, const FVector & ComponentSpaceCameraPosition, const bool bOnlyFrontFacing, [TSet](API\Runtime\Core\Containers\TSet)< int32 > & InfluencedVertices ) const


description: Returns the indices for the current LOD index in the Mesh

code: virtual const [TArray](API\Runtime\Core\Containers\TArray)< uint32 > & GetMeshIndices() const


description: Returns the vertices for the current LOD index in the Mesh

code: virtual const [TArray](API\Runtime\Core\Containers\TArray)< FVector > & GetMeshVertices() const


description: Returns the Vertex Position at VertexIndexfrom the Mesh

code: virtual void GetVertexPosition ( int32 VertexIndex, FVector & OutVertex ) const


description: StartIMeshPaintGeometryAdapterOverrides

code: virtual bool Initialize()


description: EndIMeshPaintGeometryAdapterOverrides

code: bool InitializeVertexData()


description: Returns the triangle indices which intersect with the given sphere

code: virtual [TArray](API\Runtime\Core\Containers\TArray)< uint32 > SphereIntersectTriangles ( const float ComponentSpaceSquaredBrushRadius, const FVector & ComponentSpaceBrushPosition, const FVector & ComponentSpaceCameraPosition, const bool bOnlyFrontFacing ) const


description: Returns the vertex positions which intersect the given sphere

code: virtual [TArray](API\Runtime\Core\Containers\TArray)< FVector > SphereIntersectVertices ( const float ComponentSpaceSquaredBrushRadius, const FVector & ComponentSpaceBrushPosition, const FVector & ComponentSpaceCameraPosition, const bool bOnlyFrontFacing ) const


className: FBaseMeshPaintGeometryAdapter

description: Base mesh paint geometry adapter, handles basic sphere intersection using a Octree

code: class FBaseMeshPaintGeometryAdapter : public [IMeshPaintGeometryAdapter](API\Editor\MeshPaint\IMeshPaintGeometryAdapter)

MeshIndices

type: TArray< uint32 ...

MeshTriOctree

type: TUniquePtr< FMe...

description: Octree used for reducing the cost of sphere intersecting with triangles / vertices

MeshVertices

type: TArray< FVector...

description: Indexand Vertex data populated by derived classes in InitializeVertexData


code: static void AddReferencedObjectsGlobals ( [FReferenceCollector](API\Runtime\CoreUObject\UObject\FReferenceCollector) & Collector )


code: static [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [IMeshPaintGeometryAdapter](API\Editor\MeshPaint\IMeshPaintGeometryAdapter) > CreateAdapterForMesh ( [UMeshComponent](API\Runtime\Engine\Components\UMeshComponent) * InComponent, int32 InPaintingMeshLODIndex )


className: FactoryList

code: static [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IMeshPaintGeometryAdapterFactory](API\Editor\MeshPaint\IMeshPaintGeometryAdapterFactory) > > FactoryList;


code: static void InitializeAdapterGlobals()


className: FMeshPaintAdapterFactory

code: class FMeshPaintAdapterFactory


description: Binds vertex and pixel shaders for this element

code: virtual void BindShaders ( [FRHICommandList](API\Runtime\RHI\FRHICommandList) & RHICmdList, [FGraphicsPipelineStateInitializer](API\Runtime\RHI\FGraphicsPipelineStateInitialize-) & GraphicsPSOInit, [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) InFeatureLevel, const FMatrix & InTransform, const float InGamma, const FMatrix & ColorWeights, const [FTexture](API\Runtime\RenderCore\FTexture) * Texture )


className: FMeshPaintBatchedElementParameters

description: Batched element parameters for texture paint shaders used for paint blending and paint mask generation

code: class FMeshPaintBatchedElementParameters : public [FBatchedElementParameters](API\Runtime\Engine\FBatchedElementParameters), public [FBatchedElementParameters](API\Runtime\Engine\FBatchedElementParameters)

ShaderParams

type: MeshPaintRender...

description: Shader parameters


description: Batched element parameters for texture paint shaders used for texture dilation

code: class FMeshPaintDilateBatchedElementParameters : public [FBatchedElementParameters](API\Runtime\Engine\FBatchedElementParameters), public [FBatchedElementParameters](API\Runtime\Engine\FBatchedElementParameters)

description: Shader parameters


description: Initialize commands

code: virtual void RegisterCommands()


className: FMeshPainterCommands

description: Base set of mesh painter commands

code: class FMeshPainterCommands : public [TCommands< FMeshPainterCommands >](API\Runtime\Slate\Framework\Commands\TCommands)

Commands

type: TArray<TShared...

DecreaseBrushFalloff

type: TSharedPtr<FUI...


description: Reference collecting to prevent GC-ing

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


description: Applies or removes an override texture to use while rendering the meshes materials

code: virtual void ApplyOrRemoveTextureOverride ( [UTexture](API\Runtime\Engine\Engine\UTexture) * SourceTexture, [UTexture](API\Runtime\Engine\Engine\UTexture) * OverrideTexture ) const


description: StartIMeshPaintGeometryAdapterOverrides

code: virtual bool Construct ( [UMeshComponent](API\Runtime\Engine\Components\UMeshComponent) * InComponent, int32 InMeshLODIndex )


code: FReferencersInfo &40; USkeletalMeshComponent &42; InSkeletalMeshComponent, ECollisionEnabled::Type InCachedCollisionType &41;


className: FReferencersInfo

description: FReferencersInfo(USkeletalMeshComponent* InSkeletalMeshComponent,ECollisionEnabled::TypeInCachedCollisionType)

code: struct FReferencersInfo


className: FSkeletalMeshReferencers

description: Helpers structure for keeping track of cached skeletal mesh data

code: struct FSkeletalMeshReferencers

Referencers

type: TArray<FRefere...

RestoreBodySetup

type: TObjectPtr<UBo...


description: Returns the Component to World matrix from the Mesh Component

code: virtual FMatrix GetComponentToWorldMatrix() const


description: Returns the Texture Coordinate at VertexIndexfrom the Mesh

code: virtual void GetTextureCoordinate ( int32 VertexIndex, int32 ChannelIndex, FVector2D & OutTextureCoordinate ) const


description: Returns the Vertex Color at VertexIndexfrom the Mesh

code: virtual void GetVertexColor ( int32 VertexIndex, [FColor](API\Runtime\Core\Math\FColor) & OutColor, bool bInstance ) const


description: StartIMeshPaintGeometryAdapterOverrides

code: virtual bool Initialize()


code: static void InitializeAdapterGlobals()


description: EndIMeshPaintGeometryAdapterOverrides StartFBaseMeshPaintGeometryAdapterOverrides

code: virtual bool InitializeVertexData()


description: Returns whether or not this adapter is in a valid state

code: virtual bool IsValid() const


description: Returns the result of tracing a line on the component represented by this adapter

code: virtual bool LineTraceComponent ( struct [FHitResult](API\Runtime\Engine\Engine\FHitResult) & OutHit, const FVector Start, const FVector End, const struct [FCollisionQueryParams](API\Runtime\Engine\FCollisionQueryParams) & Params ) const


description: Called when this adapter is created and added to its owner (used for setting up)

code: virtual void OnAdded()


description: Called when this adapter is removed from its owner and deleted (used for cleaning up)

code: virtual void OnRemoved()


description: Callback for when skeletal mesh DDC data is rebuild

code: void OnPostMeshCached ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * SkeletalMesh )


description: EndFBaseMeshPaintGeometryAdapterOverrides Callback for when the skeletal mesh on the component is changed

code: void OnSkeletalMeshChanged()


description: Post Edit to clear up or update necessary data

code: virtual void PostEdit()


description: Pre Edit to setup necessary data

code: virtual void PreEdit()


description: Retrieves a list of textures which are suitable for painting

code: virtual void QueryPaintableTextures ( int32 MaterialIndex, int32 & OutDefaultIndex, [TArray](API\Runtime\Core\Containers\TArray)< struct [FPaintableTexture](API\Editor\MeshPaint\FPaintableTexture) > & InOutTextureList )


description: Sets the Vertex Color at VertexIndexto Color inside of the Mesh

code: virtual void SetVertexColor ( int32 VertexIndex, [FColor](API\Runtime\Core\Math\FColor) Color, bool bInstance )


description: Whether or not this adapter supports texture painting

code: virtual bool SupportsTexturePaint() const


description: Whether or not this adapter supports vertex painting

code: virtual bool SupportsVertexPaint() const


description: FMeshPaintGeometryAdapterForSkeletalMeshes.

code: class FMeshPaintGeometryAdapterForSkeletalMeshes : public [FBaseMeshPaintGeometryAdapter](API\Editor\MeshPaint\FBaseMeshPaintGeometryAdapter)

LODData

type: FSkeletalMeshLO...

description: LOD render data (at Mesh LODIndex) containing data to change

LODModel

description: LOD model (source) data (at Mesh LODIndex) containing data to change

MeshLODIndex

description: LODIndexfor which data has to be retrieved / altered

MeshResource

type: FSkeletalMeshRe...

description: Skeletal Mesh resource retrieved from the Skeletal Mesh

ReferencedSkeletalMesh

type: TObjectPtr<USk...

description: Skeletal mesh currently set to the Skeletal Mesh Component

SkeletalMeshChangedHandle

type: FDelegateHandle

description: Delegate called when skeletal mesh is changed on the component

SkeletalMeshComponent

description: Skeletal mesh component represented by this adapter


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


code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IMeshPaintGeometryAdapter](API\Editor\MeshPaint\IMeshPaintGeometryAdapter) > Construct ( [UMeshComponent](API\Runtime\Engine\Components\UMeshComponent) * InComponent, int32 InMeshLODIndex ) const


code: virtual void InitializeAdapterGlobals()


code: class FMeshPaintGeometryAdapterForSkeletalMeshesFactory : public [IMeshPaintGeometryAdapterFactory](API\Editor\MeshPaint\IMeshPaintGeometryAdapterFactory)


description: EndIMeshPaintGeometryAdapterOverrides Begin FMeshBasePaintGeometryAdapter

code: virtual bool InitializeVertexData()


code: class FMeshPaintGeometryAdapterForSplineMeshes : public [FMeshPaintGeometryAdapterForStaticMeshes](API\Editor\MeshPaint\FMeshPaintGeometryAdapterForStat-)


code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IMeshPaintGeometryAdapter](API\Editor\MeshPaint\IMeshPaintGeometryAdapter) > Construct ( class [UMeshComponent](API\Runtime\Engine\Components\UMeshComponent) * InComponent, int32 MeshLODIndex ) const


code: static void AddReferencedObjectsGlobals ( [FReferenceCollector](API\Runtime\CoreUObject\UObject\FReferenceCollector) & Collector )


description: Reference collecting to prevent GC-ing

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


description: Applies or removes an override texture to use while rendering the meshes materials

code: virtual void ApplyOrRemoveTextureOverride ( [UTexture](API\Runtime\Engine\Engine\UTexture) * SourceTexture, [UTexture](API\Runtime\Engine\Engine\UTexture) * OverrideTexture ) const


description: StartIMeshPaintGeometryAdapterOverrides

code: virtual bool Construct ( [UMeshComponent](API\Runtime\Engine\Components\UMeshComponent) * InComponent, int32 InMeshLODIndex )


description: FReferencersInfo(UStaticMeshComponent* InStaticMeshComponent,ECollisionEnabled::TypeInCachedCollisionType)

code: struct FReferencersInfo


code: FReferencersInfo &40; UStaticMeshComponent &42; InStaticMeshComponent, ECollisionEnabled::Type InCachedCollisionType &41;


className: FStaticMeshReferencers

description: Helpers structure for keeping track of cached static mesh data

code: struct FStaticMeshReferencers


description: Returns the Component to World matrix from the Mesh Component

code: virtual FMatrix GetComponentToWorldMatrix() const


description: Returns the Texture Coordinate at VertexIndexfrom the Mesh

code: virtual void GetTextureCoordinate ( int32 VertexIndex, int32 ChannelIndex, FVector2D & OutTextureCoordinate ) const


description: Returns the Vertex Color at VertexIndexfrom the Mesh

code: virtual void GetVertexColor ( int32 VertexIndex, [FColor](API\Runtime\Core\Math\FColor) & OutColor, bool bInstance ) const


description: StartIMeshPaintGeometryAdapterOverrides

code: virtual bool Initialize()


code: static void InitializeAdapterGlobals()


description: Returns whether or not this adapter is in a valid state

code: virtual bool IsValid() const


description: Returns the result of tracing a line on the component represented by this adapter

code: virtual bool LineTraceComponent ( struct [FHitResult](API\Runtime\Engine\Engine\FHitResult) & OutHit, const FVector Start, const FVector End, const struct [FCollisionQueryParams](API\Runtime\Engine\FCollisionQueryParams) & Params ) const


description: Called when this adapter is created and added to its owner (used for setting up)

code: virtual void OnAdded()


description: End FMeshBasePaintGeometryAdapter Callback for when the static mesh data is rebuilt

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


description: Called when this adapter is removed from its owner and deleted (used for cleaning up)

code: virtual void OnRemoved()


description: Callback for when the static mesh on the component is changed

code: void OnStaticMeshChanged ( [UStaticMeshComponent](API\Runtime\Engine\Components\UStaticMeshComponent) * StaticMeshComponent )


description: Post Edit to clear up or update necessary data

code: virtual void PostEdit()


description: Pre Edit to setup necessary data

code: virtual void PreEdit()


description: Retrieves a list of textures which are suitable for painting

code: virtual void QueryPaintableTextures ( int32 MaterialIndex, int32 & OutDefaultIndex, [TArray](API\Runtime\Core\Containers\TArray)< struct [FPaintableTexture](API\Editor\MeshPaint\FPaintableTexture) > & InOutTextureList )


description: Sets the Vertex Color at VertexIndexto Color inside of the Mesh

code: virtual void SetVertexColor ( int32 VertexIndex, [FColor](API\Runtime\Core\Math\FColor) Color, bool bInstance )


description: Whether or not this adapter supports texture painting

code: virtual bool SupportsTexturePaint() const


description: Whether or not this adapter supports vertex painting

code: virtual bool SupportsVertexPaint() const


code: class FMeshPaintGeometryAdapterForStaticMeshes : public [FBaseMeshPaintGeometryAdapter](API\Editor\MeshPaint\FBaseMeshPaintGeometryAdapter)

LODModel

type: FStaticMeshLODR...

description: LOD model (at Mesh LODIndex) containing data to change

MeshLODIndex

description: LODIndexfor which data has to be retrieved / altered

ReferencedStaticMesh

type: TObjectPtr<USt...

description: Static mesh currently set to the Static Mesh Component

StaticMeshComponent

description: Static mesh component represented by this adapter


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


code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IMeshPaintGeometryAdapter](API\Editor\MeshPaint\IMeshPaintGeometryAdapter) > Construct ( class [UMeshComponent](API\Runtime\Engine\Components\UMeshComponent) * InComponent, int32 InMeshLODIndex ) const


code: virtual void InitializeAdapterGlobals()


code: class FMeshPaintGeometryAdapterForStaticMeshesFactory : public [IMeshPaintGeometryAdapterFactory](API\Editor\MeshPaint\IMeshPaintGeometryAdapterFactory)


className: FMeshPaintParameters

description: Mesh paint parameters

code: class FMeshPaintParameters

ApplyVertexDataDelegate

type: FApplyVertexPai...

BrushColor

type: FLinearColor

BrushDepth

type: float

BrushNormal

type: FVector

BrushToWorldMatrix

type: FMatrix

bUseFillBucket

type: bool

PaintAction

type: EMeshPaintModeA...

type: EMeshPaintActio...

PaintMode

type: EMeshPaintMode


className: FMeshPaintTriangle

description: Triangle for use in Octree for mesh paint optimization

code: struct FMeshPaintTriangle

BoxCenterAndExtent

type: FBoxCenterAndEx...


description:
Determine if two octree elements are equal
true if both octree elements are equal, false if they are not

code: static bool AreElementsEqual ( const [FMeshPaintTriangle](API\Editor\MeshPaint\FMeshPaintTriangle) & A, const [FMeshPaintTriangle](API\Editor\MeshPaint\FMeshPaintTriangle) & B )


className: ElementAllocator

code: typedef TInlineAllocator< MaxElementsPerLeaf > ElementAllocator


description:
Get the bounding box of the provided octree element. In this case, the box is merely the point specified by the element.
Bounding box of the provided octree element

code: static [FBoxCenterAndExtent](API\Runtime\Core\Math\FBoxCenterAndExtent) GetBoundingBox ( const [FMeshPaintTriangle](API\Editor\MeshPaint\FMeshPaintTriangle) & Element )


className: MaxElementsPerLeaf

code: enum { MaxElementsPerLeaf = 16 }


className: MaxNodeDepth

code: enum { MaxNodeDepth = 12 }


className: MinInclusiveElementsPerNode

code: enum { MinInclusiveElementsPerNode = 7 }


description: Ignored for this implementation

code: static void SetElementId ( const [FMeshPaintTriangle](API\Editor\MeshPaint\FMeshPaintTriangle) & Element, [FOctreeElementId2](API\Runtime\Core\Math\FOctreeElementId2) Id )


className: FMeshPaintTriangleOctreeSemantics

description: Semantics for the simple mesh paint octree


code: FMeshSelectedMaterialInfo ( int32 InNumMaterials )


className: FMeshSelectedMaterialInfo

description: Wrapper to store which of a meshes materials is selected as well as the total number of materials.

code: struct FMeshSelectedMaterialInfo


description: Overloaded equality operator for use with TArrays Contains method.

code: bool operator== ( const [FPaintableTexture](API\Editor\MeshPaint\FPaintableTexture) & rhs ) const


code: template<typename T, decltype(ImplicitConv< [UTexture](API\Runtime\Engine\Engine\UTexture) * >(DeclVal< T >()))*> FPaintableTexture ( T InTexture, uint32 InUVChannelIndex )


className: FPaintableTexture

description: Structure used to house and compare Texture and UV channel pairs

code: struct FPaintableTexture

Texture

type: UTexture*


description: Serializer

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


description: Default ctor


code: FPaintTexture2DData ( [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * InPaintingTexture2D, bool InbIsPaintingTexture2DModified )


code: struct FPaintTexture2DData

CloneRenderTargetTexture

type: TObjectPtr<UTe...

description: Render target texture used as an input while painting that contains a clone of the original image

PaintBrushRenderTargetTexture

description: Optional render target texture used as an input while painting that contains a clone of the texture painting brush

PaintedComponents

type: TArray<TObject...

description: List of component we are painting on

PaintingMaterials

description: List of materials we are painting on

description: The original texture that we're painting

description: A copy of the original texture we're painting, used for restoration.

PaintRenderTargetTexture

description: Render target texture for painting

ScratchTexture

description: Texture used to store the paint modifications for the transactions


className: FPerVertexPaintActionArgs

description: Parameters for paint actions, stored together for convenience

code: struct FPerVertexPaintActionArgs

Adapter

type: IMeshPaintGeome...

type: IMeshPaintCompo...

BrushProperties

type: UMeshVertexPain...

BrushSettings

type: constUPaintBru...

HitResult

type: FHitResult


className: FTexturePaintMeshSectionInfo

description: Helper struct to store mesh section information in

code: struct FTexturePaintMeshSectionInfo

FirstIndex

description: First vertex index in section

LastIndex

description: Last vertex index in section


className: FTexturePaintTriangleInfo

description: Structure used to hold per-triangle data for texture painting

code: struct FTexturePaintTriangleInfo


code: FTextureTargetListInfo ( [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * InTextureData, int32 InUVChannelIndex, bool InbIsSelected )


className: FTextureTargetListInfo

description: Wrapper to expose texture targets to WPF code.

code: struct FTextureTargetListInfo


description: FEdMode: Called when the currently selected actor has changed


description: FGCObjectinterface

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


description: FEdMode: Called when a mouse button is released

code: virtual bool EndTracking ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient, [FViewport](API\Runtime\Engine\FViewport) * InViewport )


description: Returns the mesh painter for this mode


description: Overload this method to report a name for your referencer

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


code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [FModeToolkit](API\Editor\UnrealEd\Toolkits\FModeToolkit) > GetToolkit()


description: FEdMode: Called when a key is pressed

code: virtual bool InputKey ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient, [FViewport](API\Runtime\Engine\FViewport) * InViewport, [FKey](API\Runtime\InputCore\FKey) InKey, EInputEvent InEvent )


description: FEdMode: Called after an Undo operation

code: virtual void PostUndo()


code: virtual bool ProcessEditDelete()


description: Process all captured mouse moves that occurred during the current frame

code: virtual bool ProcessCapturedMouseMoves ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient, [FViewport](API\Runtime\Engine\FViewport) * InViewport, const [TArrayView](API\Runtime\Core\Containers\TArrayView)< FIntPoint > & CapturedMouseMoves )


description: FEdMode: Render the mesh paint tool

code: virtual void Render ( const [FSceneView](API\Runtime\Engine\FSceneView) * View, [FViewport](API\Runtime\Engine\FViewport) * Viewport, [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI )


description: FEdMode: Handling SelectActor

code: virtual bool Select ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor, bool bInSelected )


code: virtual bool ShouldDrawWidget() const


code: virtual bool StartTracking ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient, [FViewport](API\Runtime\Engine\FViewport) * InViewport )


description: IMeshPaintEdMode: Called once per frame

code: virtual void Tick ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * ViewportClient, float DeltaTime )


description: True if this mode uses a toolkit mode (eventually they all should)

code: virtual bool UsesToolkits() const


description: Lets each tool determine if it wants to use the editor widget or not. If the tool doesn't want to use it, it will be fed raw mouse delta information (not snapped or altered in any way).

code: virtual bool UsesTransformWidget() const


description: Constructor

code: IMeshPaintEdMode()


description: Destructor

code: virtual ~IMeshPaintEdMode()


className: IMeshPaintEdMode

description: Mesh Paint editor mode

code: class IMeshPaintEdMode : public [FEdMode](API\Editor\UnrealEd\FEdMode)

MeshPainter

type: IMeshPainter&#...

description: Painter used by this edit mode for applying paint actions


description: Is called by the owning EdMode when an actor is selected in the viewport

code: void ActorDeselected ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor )


description: Is called by the owning EdMode when an actor is de-selected in the viewport

code: void ActorSelected ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor )


description: Functionality to collect painter referenced objects to prevent GC

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


description: Begins and keeps track of an Editor transaction with the given Description

code: void BeginTransaction ( const [FText](API\Runtime\Core\Internationalization\FText) Description )


description: Ends the current transaction

code: void EndTransaction()


description: If painting is in progress will propagate changes and cleanup the painting state

code: virtual void FinishPainting()


description: Returns an instance ofUPaintBrushSettings(base or derived) which contains the basic settings used for painting


description: Returns a HitResult structure given a origin and direction to trace a ray for

code: const [FHitResult](API\Runtime\Engine\Engine\FHitResult) GetHitResult ( const FVector & Origin, const FVector & Direction )


description: Tries to retrieves a valid mesh adapter for the given component (derived painters can cache these hence no base implementation)

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IMeshPaintGeometryAdapter](API\Editor\MeshPaint\IMeshPaintGeometryAdapter) > GetMeshAdapterForComponent ( const [UMeshComponent](API\Runtime\Engine\Components\UMeshComponent) * Component )


description: Returns an instance of UMeshPainterSettings used for specific types of painting


description: Returns aSWidgetwhich represents the painters state and allows for changes / extra functionality

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > GetWidget()


description: Allows painter to act on specific key actions

code: virtual bool InputKey ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient, [FViewport](API\Runtime\Engine\FViewport) * InViewport, [FKey](API\Runtime\InputCore\FKey) InKey, EInputEvent InEvent )


description: Returns whether or not painting (of any sorts) is in progress

code: virtual bool IsPainting()


description: 'Normal' painting functionality, called when the user tries to paint on a mesh using the mouse

code: virtual bool Paint ( [FViewport](API\Runtime\Engine\FViewport) * Viewport, const FVector & InCameraOrigin, const [TArrayView](API\Runtime\Core\Containers\TArrayView)< TPair< FVector, FVector >> & Rays )


code: virtual bool Paint ( [FViewport](API\Runtime\Engine\FViewport) * Viewport, const FVector & InCameraOrigin, const FVector & InRayOrigin, const FVector & InRayDirection )


description: Internal painting functionality, is called from Paint and PaintVR and implemented in the derived painters

code: bool PaintInternal ( const FVector & InCameraOrigin, const [TArrayView](API\Runtime\Core\Containers\TArrayView)< TPair< FVector, FVector >> & Rays, EMeshPaintAction PaintAction, float PaintStrength )


description: Refreshes the underlying data

code: void Refresh()


description: Registers a base set of commands for altering UBrushSettings

code: virtual void RegisterCommands ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FUICommandList](API\Runtime\Slate\Framework\Commands\FUICommandList) > CommandList )


description: Renders ray widgets for the active viewport interactors

code: void Render ( const [FSceneView](API\Runtime\Engine\FSceneView) * View, [FViewport](API\Runtime\Engine\FViewport) * Viewport, [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI )


description: Renders viewport interactor widget

code: void RenderInteractors ( const [FSceneView](API\Runtime\Engine\FSceneView) * View, [FViewport](API\Runtime\Engine\FViewport) * Viewport, [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI, bool bRenderVertices, ESceneDepthPriorityGroup DepthGroup )


description: Functionality for rendering the interactor widget given its positional information and paint action

code: virtual void RenderInteractorWidget ( const FVector & InCameraOrigin, const FVector & InRayOrigin, const FVector & InRayDirection, [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI, EMeshPaintAction PaintAction, bool bRenderVertices, ESceneDepthPriorityGroup DepthGroup )


description: Resets the state of the painter

code: void Reset()


description: Base ticking functionality, keeps track of time and caches VR interactors

code: virtual void Tick ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * ViewportClient, float DeltaTime )


description: Unregisters a base set of commands

code: virtual void UnregisterCommands ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FUICommandList](API\Runtime\Slate\Framework\Commands\FUICommandList) > CommandList )


className: IMeshPainter

description: Base class for creating a mesh painter, has basic functionality combined with IMeshPaintMode and requires painting/situation-specific information to do actual painting

code: class IMeshPainter

bArePainting

description: Flag for whether or not we are currently painting

HoverVertexPointColor

type: FLinearColor

PaintTransaction

type: FScopedTransact...

description: Painting transaction instance which is currently active

Time

type: float

description: Overall time value kept for drawing effects

TimeSinceStartedPainting

description: Time kept since the user has started painting

UICommandList

type: TSharedPtr<FUI...


description: Reference collecting to prevent GC-ing

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


description: Applies or removes an override texture to use while rendering the meshes materials

code: void ApplyOrRemoveTextureOverride ( [UTexture](API\Runtime\Engine\Engine\UTexture) * SourceTexture, [UTexture](API\Runtime\Engine\Engine\UTexture) * OverrideTexture ) const


description: Constructs the adapter for a specific LOD index using the mesh component

code: bool Construct ( [UMeshComponent](API\Runtime\Engine\Components\UMeshComponent) * InComponent, int32 MeshLODIndex )


description: Default functionality for applying or remove a texture override

code: static void DefaultApplyOrRemoveTextureOverride ( [UMeshComponent](API\Runtime\Engine\Components\UMeshComponent) * InMeshComponent, [UTexture](API\Runtime\Engine\Engine\UTexture) * SourceTexture, [UTexture](API\Runtime\Engine\Engine\UTexture) * OverrideTexture )


description: Default functionality for querying textures from a mesh component which are suitable for texture painting

code: static void DefaultQueryPaintableTextures ( int32 MaterialIndex, const [UMeshComponent](API\Runtime\Engine\Components\UMeshComponent) * MeshComponent, int32 & OutDefaultIndex, [TArray](API\Runtime\Core\Containers\TArray)< struct [FPaintableTexture](API\Editor\MeshPaint\FPaintableTexture) > & InOutTextureList )


description: Returns the Component to World matrix from the Mesh Component


description: Retrieves the influenced vertex indices and positions that intersect the given sphere

code: void GetInfluencedVertexData ( const float ComponentSpaceSquaredBrushRadius, const FVector & ComponentSpaceBrushPosition, const FVector & ComponentSpaceCameraPosition, const bool bOnlyFrontFacing, [TArray](API\Runtime\Core\Containers\TArray)< TPair< int32, FVector >> & OutData ) const


description: Retrieves the influenced vertex indices which intersect the given sphere

code: void GetInfluencedVertexIndices ( const float ComponentSpaceSquaredBrushRadius, const FVector & ComponentSpaceBrushPosition, const FVector & ComponentSpaceCameraPosition, const bool bOnlyFrontFacing, [TSet](API\Runtime\Core\Containers\TSet)< int32 > & InfluencedVertices ) const


description: Returns the indices for the current LOD index in the Mesh

code: const [TArray](API\Runtime\Core\Containers\TArray)< uint32 > & GetMeshIndices() const


description: Returns the vertices for the current LOD index in the Mesh

code: const [TArray](API\Runtime\Core\Containers\TArray)< FVector > & GetMeshVertices() const


description: Returns the Texture Coordinate at VertexIndexfrom the Mesh

code: void GetTextureCoordinate ( int32 VertexIndex, int32 ChannelIndex, FVector2D & OutTextureCoordinate ) const


description: Returns the Vertex Color at VertexIndexfrom the Mesh

code: void GetVertexColor ( int32 VertexIndex, [FColor](API\Runtime\Core\Math\FColor) & OutColor, bool bInstance ) const


description: Returns the Vertex Position at VertexIndexfrom the Mesh

code: void GetVertexPosition ( int32 VertexIndex, FVector & OutVertex ) const


description: Returns whether or not initialization of necessary data was successful

code: bool Initialize()


description: Returns whether or not this adapter is in a valid state

code: bool IsValid() const


description: Returns the result of tracing a line on the component represented by this adapter

code: bool LineTraceComponent ( struct [FHitResult](API\Runtime\Engine\Engine\FHitResult) & OutHit, const FVector Start, const FVector End, const struct [FCollisionQueryParams](API\Runtime\Engine\FCollisionQueryParams) & Params ) const


description: Called when this adapter is created and added to its owner (used for setting up)

code: void OnAdded()


description: Called when this adapter is removed from its owner and deleted (used for cleaning up)

code: void OnRemoved()


description: Post Edit to clear up or update necessary data

code: void PostEdit()


description: Pre Edit to setup necessary data

code: void PreEdit()


description: Retrieves a list of textures which are suitable for painting

code: void QueryPaintableTextures ( int32 MaterialIndex, int32 & OutDefaultIndex, [TArray](API\Runtime\Core\Containers\TArray)< struct [FPaintableTexture](API\Editor\MeshPaint\FPaintableTexture) > & InOutTextureList )


description: Sets the Vertex Color at VertexIndexto Color inside of the Mesh

code: void SetVertexColor ( int32 VertexIndex, [FColor](API\Runtime\Core\Math\FColor) Color, bool bInstance )


description: Returns the triangle indices which intersect with the given sphere

code: [TArray](API\Runtime\Core\Containers\TArray)< uint32 > SphereIntersectTriangles ( const float ComponentSpaceSquaredBrushRadius, const FVector & ComponentSpaceBrushPosition, const FVector & ComponentSpaceCameraPosition, const bool bOnlyFrontFacing ) const


description: Returns the vertex positions which intersect the given sphere

code: [TArray](API\Runtime\Core\Containers\TArray)< FVector > SphereIntersectVertices ( const float ComponentSpaceSquaredBrushRadius, const FVector & ComponentSpaceBrushPosition, const FVector & ComponentSpaceCameraPosition, const bool bOnlyFrontFacing ) const


description: Whether or not this adapter supports texture painting

code: bool SupportsTexturePaint() const


description: Whether or not this adapter supports vertex painting

code: bool SupportsVertexPaint() const


description: D-tor

code: virtual ~IMeshPaintGeometryAdapter()


className: IMeshPaintGeometryAdapter

description: Interface for a class to provide mesh painting support for a subclass ofUMeshComponent

code: class IMeshPaintGeometryAdapter


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


code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IMeshPaintGeometryAdapter](API\Editor\MeshPaint\IMeshPaintGeometryAdapter) > Construct ( [UMeshComponent](API\Runtime\Engine\Components\UMeshComponent) * InComponent, int32 InMeshLODIndex ) const


code: void InitializeAdapterGlobals()


className: IMeshPaintGeometryAdapterFactory

description: Factory forIMeshPaintGeometryAdapter

code: class IMeshPaintGeometryAdapterFactory


code: void RegisterGeometryAdapterFactory ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IMeshPaintGeometryAdapterFactory](API\Editor\MeshPaint\IMeshPaintGeometryAdapterFactory) > Factory )


code: void UnregisterGeometryAdapterFactory ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IMeshPaintGeometryAdapterFactory](API\Editor\MeshPaint\IMeshPaintGeometryAdapterFactory) > Factory )


className: IMeshPaintModule

description: MeshPaint module interface

code: class IMeshPaintModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


description: Currently we never support more than five channels (R, G, B, A, OneMinusTotal)

code: namespace MeshPaintDefs { static const int32 MeshPaintDefs::MaxSupportedPhysicalWeights = 4; }


code: namespace MeshPaintDefs { static const int32 MeshPaintDefs::MaxSupportedWeights = MaxSupportedPhysicalWeights + 1; }


code: template<typename T> static void ApplyBrushToVertex ( const FVector & VertexPosition, const FMatrix & InverseBrushMatrix, const float BrushRadius, const float BrushFalloffAmount, const float BrushStrength, const T & PaintValue, T & InOutValue )


code: static void ApplyFillWithMask ( [FColor](API\Runtime\Core\Math\FColor) & InOutColor, const [FColor](API\Runtime\Core\Math\FColor) & MaskColor, const [FColor](API\Runtime\Core\Math\FColor) & FillColor )


description: Given the adapter, settings and view-information retrieves influences triangles and applies Action to them

code: static bool ApplyPerTrianglePaintAction ( [IMeshPaintGeometryAdapter](API\Editor\MeshPaint\IMeshPaintGeometryAdapter) * Adapter, const FVector & CameraPosition, const FVector & HitPosition, const [UPaintBrushSettings](API\Editor\MeshPaint\UPaintBrushSettings) * Settings, FPerTrianglePaintAction Action )


description: Given arguments for an action, and an action - retrieves influences vertices and applies Action to them

code: static bool ApplyPerVertexPaintAction ( [FPerVertexPaintActionArgs](API\Editor\MeshPaint\FPerVertexPaintActionArgs) & InArgs, FPerVertexPaintAction Action )


description: Applies Vertex Color Painting according to the given parameters

code: static void ApplyVertexColorPaint ( const [FMeshPaintParameters](API\Editor\MeshPaint\FMeshPaintParameters) & InParams, const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & OldColor, [FLinearColor](API\Runtime\Core\Math\FLinearColor) & NewColor, const float PaintAmount )


description: Applies vertex color painting found on LOD 0 to all lower LODs.

code: static void ApplyVertexColorsToAllLODs ( [IMeshPaintGeometryAdapter](API\Editor\MeshPaint\IMeshPaintGeometryAdapter) & GeometryInfo, [UMeshComponent](API\Runtime\Engine\Components\UMeshComponent) * InMeshComponent )


description: Applies the vertex colors found in LOD level 0 to all contained LOD levels in the StaticMeshComponent

code: static void ApplyVertexColorsToAllLODs ( [IMeshPaintGeometryAdapter](API\Editor\MeshPaint\IMeshPaintGeometryAdapter) & GeometryInfo, [UStaticMeshComponent](API\Runtime\Engine\Components\UStaticMeshComponent) * StaticMeshComponent )


description: Applies the vertex colors found in LOD level 0 to all contained LOD levels in the SkeletalMeshComponent

code: static void ApplyVertexColorsToAllLODs ( [IMeshPaintGeometryAdapter](API\Editor\MeshPaint\IMeshPaintGeometryAdapter) & GeometryInfo, [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkeletalMeshComponent )


description: Applies Vertex Blend Weight Painting according to the given parameters

code: static void ApplyVertexWeightPaint ( const [FMeshPaintParameters](API\Editor\MeshPaint\FMeshPaintParameters) & InParams, const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & OldColor, const float PaintAmount, [FLinearColor](API\Runtime\Core\Math\FLinearColor) & NewColor )


description: Clears all texture overrides for this component.

code: static void ClearMeshTextureOverrides ( const [IMeshPaintGeometryAdapter](API\Editor\MeshPaint\IMeshPaintGeometryAdapter) & GeometryInfo, [UMeshComponent](API\Runtime\Engine\Components\UMeshComponent) * InMeshComponent )


description: Computes the Paint power multiplier value

code: static float ComputePaintMultiplier ( float SquaredDistanceToVertex2D, float BrushStrength, float BrushInnerRadius, float BrushRadialFalloff, float BrushInnerDepth, float BrushDepthFallof, float VertexDepthToBrush )


description: Checks whether or not the mesh components contains per lod colors (for all LODs)

code: static bool DoesMeshComponentContainPerLODColors ( const [UMeshComponent](API\Runtime\Engine\Components\UMeshComponent) * MeshComponent )


code: static void FillSkeletalMeshVertexColors ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * MeshComponent, int32 LODIndex, const [FColor](API\Runtime\Core\Math\FColor) FillColor, const [FColor](API\Runtime\Core\Math\FColor) MaskColor )


description: Fills all vertex colors for all LODs found in the given mesh component with Fill Color

code: static void FillStaticMeshVertexColors ( [UStaticMeshComponent](API\Runtime\Engine\Components\UStaticMeshComponent) * MeshComponent, int32 LODIndex, const [FColor](API\Runtime\Core\Math\FColor) FillColor, const [FColor](API\Runtime\Core\Math\FColor) MaskColor )


code: static void ForceRenderMeshLOD ( [UMeshComponent](API\Runtime\Engine\Components\UMeshComponent) * Component, int32 LODIndex )


className: FPaintRay

code: struct FPaintRay

CameraLocation

type: FVector

ViewportInteractor

type: UViewportIntera...


description: Generate texture weight color for given number of weights and the to-paint index

code: static [FLinearColor](API\Runtime\Core\Math\FLinearColor) GenerateColorForTextureWeight ( const int32 NumWeights, const int32 WeightIndex )