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

code: virtual bool IsResultMaterialAttributes ( int32 OutputIndex )


module: Engine

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


className: UMaterialExpressionMaterialProxyReplace

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

MaterialProxy

type: FExpressionInpu...


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

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


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


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

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


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


className: UMaterialExpressionMax

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

ConstA

type: float

description: Only used if A is not hooked up

ConstB

description: Only used if B is not hooked up


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


className: UMaterialExpressionMin

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

ConstA

description: Only used if A is not hooked up

description: Only used if B is not hooked up


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

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


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


description:
Find a variable declaration in an array of expressions
null if not found

code: template<typename ExpressionsArrayType> [UMaterialExpressionNamedRerouteDeclaration](API\Runtime\Engine\Materials\UMaterialExpressionNamedRerouteD-) * FindDeclarationInArray ( const [FGuid](API\Runtime\Core\Misc\FGuid) & VariableGuid, const ExpressionsArrayType & Expressions ) const


description:
Find a variable declaration in the entire graph
null if not found

code: [UMaterialExpressionNamedRerouteDeclaration](API\Runtime\Engine\Materials\UMaterialExpressionNamedRerouteD-) * FindDeclarationInMaterial ( const [FGuid](API\Runtime\Core\Misc\FGuid) & VariableGuid ) const


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


className: UMaterialExpressionNamedRerouteBase

code: class UMaterialExpressionNamedRerouteBase : public [UMaterialExpressionRerouteBase](API\Runtime\Engine\Materials\UMaterialExpressionRerouteBase)


description: Can this node be renamed?

code: virtual bool CanRenameNode() const


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


className: UMaterialExpressionMultiply

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

description: Only used if A is not hooked up

ConstB

description: Only used if B is not hooked up


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


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


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

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


description:
Get the reroute node input pin. We could use GetInput, but we'd loose const correctness
If the input pin is valid

code: virtual bool GetRerouteInput ( [FExpressionInput](API\Runtime\Engine\FExpressionInput) & OutInput ) const


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

code: virtual bool MatchesSearchQuery ( const TCHAR * SearchQuery )


description: Called after a node copy, once the Material and Function properties are set correctly and that all new expressions are added to Material->Expressions

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


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

code: virtual void PostDuplicate ( bool bDuplicateForPIE )


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

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


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

code: virtual void PostInitProperties()


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

code: virtual void PostLoad()


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

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


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


code: class UMaterialExpressionNamedRerouteDeclaration : public [UMaterialExpressionNamedRerouteBase](API\Runtime\Engine\Materials\UMaterialExpressionNamedRerouteB-)

Input

description: The input pin.

Name

type: FName

NodeColor

type: FLinearColor

description: The color of the graph node.

VariableGuid

type: FGuid

description: The variable GUID, to support copy across graphs.


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


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


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


code: virtual uint32 GetOutputType ( int32 OutputIndex )


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


className: UMaterialExpressionNamedRerouteUsage

code: class UMaterialExpressionNamedRerouteUsage : public [UMaterialExpressionNamedRerouteBase](API\Runtime\Engine\Materials\UMaterialExpressionNamedRerouteB-)

Declaration

type: TObjectPtr<UMa...

description: The declaration this node is linked to.


description: Get a tooltip for the expression itself.

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


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


className: UMaterialExpressionNaniteReplace

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


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

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


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


className: UMaterialExpressionNoise

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

bTiling

type: uint32: 1

description: Whether to use tiling noise pattern, useful for baking to seam-free repeating textures

bTurbulence

description: How multiple frequencies are getting combined

FilterWidth

description: Scalar, to clamp the Levels at pixel level, can be computed like this: max(length(ddx(Position)), length(ddy(Position))

Levels

description: 1 = fast but little detail, .. larger numbers cost more performance

LevelScale

description: Usually 2 but higher values allow efficient use of few levels

NoiseFunction

type: TEnumAsByte< en...

description: Noise function, affects performance and look

Position

description: 2 to 3 dimensional vector

Quality

description: Lower numbers are faster and lower quality, higher numbers are slower and higher quality

RepeatSize

description: How many units in each tile (if Tiling is on)

Scale

description: Can also be done with a multiply on the Position


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

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


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


className: UMaterialExpressionNormalize

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


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


className: UMaterialExpressionObjectBounds

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


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

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


description: Get a tooltip for the specified connector.

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


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


className: UMaterialExpressionObjectLocalBounds

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

OutputToolTips

type: TArray<FString...


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


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

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


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


className: UMaterialExpressionObjectOrientation

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


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


className: UMaterialExpressionObjectPositionWS

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

OriginType

type: EPositionOrigin


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


className: UMaterialExpressionObjectRadius

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


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


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


className: UMaterialExpressionOneMinus

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


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


description: whether the expression preview needs realtime update

code: virtual bool NeedsRealtimePreview()


description: Can this node be renamed?

code: virtual bool CanRenameNode() const


className: UMaterialExpressionPanner

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

bFractionalPart

type: bool

description: Output only the fractional part of the pan calculation for greater precision.

ConstCoordinate

description: Only used if Coordinate is not hooked up


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

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


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

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


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


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


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

code: virtual bool HasAParameterName() const


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

code: virtual bool MatchesSearchQuery ( const TCHAR * SearchQuery )


className: ParameterDefaultName

code: static [FName](API\Runtime\Core\UObject\FName) ParameterDefaultName = TEXT("Param");


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

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


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


code: virtual void ValidateParameterName ( const bool bAllowDuplicateName )


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


className: UMaterialExpressionParameter

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

ExpressionGUID

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

Group

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

ParameterName

description: The name of the parameter

SortPriority

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


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


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


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


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


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


className: UMaterialExpressionParticleColor

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


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


className: UMaterialExpressionParticleDirection

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


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


className: UMaterialExpressionParticleMacroUV

description: This UV node generates texture coordinates in view space centered on the particle system's MacroUVPosition, with tiling controlled by the particle system's MacroUVRadius. It is useful for mapping a 'macro' noise texture in a continuous manner onto all particles of a particle system.

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


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


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


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


className: UMaterialExpressionParticlePositionWS

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


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


className: UMaterialExpressionParticleRadius

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


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


className: UMaterialExpressionParticleRandom

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


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


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


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


className: UMaterialExpressionParticleRelativeTime

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


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


className: UMaterialExpressionParticleSize

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


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


className: UMaterialExpressionParticleSpeed

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


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


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


description: Get a tooltip for the expression itself.

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


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


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


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

code: virtual int32 GetLabelPadding()


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

code: virtual int32 GetWidth() const


className: UMaterialExpressionParticleSubUV

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


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


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

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


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

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


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


description: Path tracing buffer is only accessable in postprocess material.

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

Coordinates

description: UV in 0..1 range

PathTracingBufferTextureId

type: TEnumAsByte< EP...

description: Which path tracing buffer texture we want to make a lookup into.


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

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


code: virtual uint32 GetOutputType ( int32 OutputIndex )


code: virtual uint32 GetInputType ( int32 InputIndex )


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

code: virtual bool IsResultMaterialAttributes ( int32 OutputIndex )


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

code: virtual bool IsResultStrataMaterial ( int32 OutputIndex )


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

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


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


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

Normal

description: Used for non-path traced modes

PathTraced

description: Used by the path tracer


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


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

IndirectDiffuse

description: Used by the path tracer on indirect diffuse rays

IndirectSpecular

description: Used by the path tracer on indirect specular rays

IndirectVolume

description: Used by the path tracer on indirect volume rays

Main

description: Used for camera rays (or for non-path traced shading)

Shadow

description: Used by the path tracer on shadow rays (this only applies for non-opaque blend modes)


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


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


code: UMaterialExpressionPerInstanceCustomData3Vector ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: class UMaterialExpressionPerInstanceCustomData3Vector : public [UMaterialExpression](API\Runtime\Engine\Materials\UMaterialExpression)


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


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


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


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


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


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


className: UMaterialExpressionPerInstanceRandom

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


description: Helper function to clear all reroutes.

code: virtual void DeleteReroutePins()


description: Connects the specified input expression to the specified output of this expression.

code: virtual void ConnectExpression ( [FExpressionInput](API\Runtime\Engine\FExpressionInput) * Input, int32 OutputIndex )


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


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


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

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


code: virtual uint32 GetInputType ( int32 InputIndex )


description: Get the outputs supported by this expression.

code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [FExpressionOutput](API\Runtime\Engine\FExpressionOutput) > & GetOutputs()


code: virtual uint32 GetOutputType ( int32 OutputIndex )


description:
Note that the object will be modified. If we are currently recording into the transaction buffer (undo/redo), save a copy of this object into the buffer and marks the package as needing to be saved.
true if the object was saved to the transaction buffer

code: virtual bool Modify ( bool bAlwaysMarkDirty )


description: Check if input exppresion is directly connected to the material.

code: virtual bool IsExpressionConnected ( [FExpressionInput](API\Runtime\Engine\FExpressionInput) * Input, int32 OutputIndex )


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

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


description: This is called when a property is about to be modified externally

code: virtual void PreEditChange ( [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * PropertyAboutToChange )


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


className: UMaterialExpressionPinBase

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

PinDirection

type: TEnumAsByte< EE...

description: Direction of the pins for this base.

ReroutePins

type: TArray<FCompos...

description: Underlying reroute pins used to compile material.


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

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


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


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

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


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


className: UMaterialExpressionPixelDepth

description: Gives the depth of the current pixel being drawn for use in a material

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


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


className: UMaterialExpressionPixelNormalWS

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


description: Get a tooltip for the expression itself.

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


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


className: UMaterialExpressionPower

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

ConstExponent

description: Only used if Exponent is not hooked up


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


className: UMaterialExpressionPrecomputedAOMask

description: A material expression that allows access to the precomputed AO mask generated when bGenerateAmbientOcclusionMaterialMask is enabled in Lightmass World settings.

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


description: Get a tooltip for the specified connector.

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


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


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


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

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


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


className: UMaterialExpressionPreSkinnedNormal

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


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


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


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


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


className: UMaterialExpressionPreSkinnedPosition

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


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


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


code: virtual uint32 GetInputType ( int32 InputIndex )


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

code: virtual bool IsResultMaterialAttributes ( int32 OutputIndex )


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


className: UMaterialExpressionPreviousFrameSwitch

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


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

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


code: [FExpressionInput](API\Runtime\Engine\FExpressionInput) * GetEffectiveInput ( class [FMaterialCompiler](API\Runtime\Engine\FMaterialCompiler) * Compiler )


code: virtual uint32 GetOutputType ( int32 OutputIndex )


code: virtual uint32 GetOutputType ( int32 InputIndex )


code: virtual bool IsInputConnectionRequired ( int32 InputIndex ) const


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

code: virtual bool IsResultStrataMaterial ( int32 OutputIndex )


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

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


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


className: UMaterialExpressionQualitySwitch

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

Default

description: Default connection, used when a specific quality level input is missing.


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


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


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


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

Normal

description: Used for standard rasterization

RayTraced

description: Used for simplified ray trace eval


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


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


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


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


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


className: UMaterialExpressionReflectionVectorWS

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

bNormalizeCustomWorldNormal

type: uint32:  1

description: (true): The specified world normal will be normalized.

CustomWorldNormal

description: Optional world normal to reflect the camera view vector about. If unconnected, pixel normal is used


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


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


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


description:
Get the reroute node input pin. We could use GetInput, but we'd loose const correctness
If the input pin is valid

code: virtual bool GetRerouteInput ( [FExpressionInput](API\Runtime\Engine\FExpressionInput) & OutInput ) const


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


className: UMaterialExpressionReroute

description: Absolute value material expression for user-defined materials

code: class UMaterialExpressionReroute : public [UMaterialExpressionRerouteBase](API\Runtime\Engine\Materials\UMaterialExpressionRerouteBase)

Input

description: Link to the input expression to be evaluated


code: virtual uint32 GetInputType ( int32 InputIndex )


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


code: virtual bool IsResultMaterialAttributes ( int32 OutputIndex )


code: virtual uint32 GetOutputType ( int32 OutputIndex )


code: virtual bool IsResultStrataMaterial ( int32 OutputIndex )


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


description:
Trace through the graph to find the first non Reroute node connected to this input. If there is a loop for some reason, we will bail out and return nullptr.
The final traced material expression.

code: [UMaterialExpression](API\Runtime\Engine\Materials\UMaterialExpression) * TraceInputsToRealExpression ( int32 & OutputIndex ) const


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


className: UMaterialExpressionRerouteBase

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


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

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


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

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


description: Get a tooltip for the expression itself.

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


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


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


className: UMaterialExpressionRgbToHsv

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


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


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


className: UMaterialExpressionRotateAboutAxis

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


description: whether the expression preview needs realtime update

code: virtual bool NeedsRealtimePreview()


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


className: UMaterialExpressionRotator

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

ConstCoordinate

description: Only used if Coordinate is not hooked up


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


className: UMaterialExpressionRound

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


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


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


description: Override to enable multiple outputs.

code: virtual int32 GetNumOutputs() const


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


description: Material output expression for writing to a runtime virtual texture.

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

BaseColor

description: Input for Base Color to output to virtual texture.

Mask

description: Input for Mask to output to virtual texture.

Normal

description: Input for Surface Normal to output to virtual texture.

Opacity

description: Input for Opacity value used for blending to virtual texture.

Roughness

description: Input for Roughness to output to virtual texture.

Specular

description: Input for Specular to output to virtual texture.

WorldHeight

description: Input for World Height to output to virtual texture.


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


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


code: virtual uint32 GetInputType ( int32 InputIndex )


code: virtual uint32 GetOutputType ( int32 OutputIndex )


description: Material output expression to switch logic for a path that renders to runtime virtual texture pages.

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

Default

description: Used by the default rendering passes.

VirtualTextureOutput

description: Used by the pass that renders to a runtime virtual texture page.


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

code: virtual bool IsResultMaterialAttributes ( int32 OutputIndex )


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


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

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


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

code: virtual bool CanReferenceTexture() const


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

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


description: Init settings that affect shader compilation and need to match the current VirtualTexture


description: Initialize the output pins.

code: void InitOutputs()


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

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


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

code: virtual void PostLoad()


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


description: Material expression for sampling from a runtime virtual texture.

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

bAdaptive

description: Enable sparse adaptive page tables.

bEnableFeedback

description: Enable virtual texture feedback.

bSinglePhysicalSpace

description: Enable page table channel packing.

Coordinates

description: Optional UV coordinates input if we want to override standard world position based coordinates.

MaterialType

type: ERuntimeVirtual...

description: How to interpret the virtual texture contents.

MipValue

description: Meaning depends on MipValueMode. A single unit is one mip level.

MipValueMode

description: Defines how the mip level is calculated for the virtual texture lookup.

TextureAddressMode

description: Defines the texture addressing mode.

VirtualTexture

type: TObjectPtr< cla...

description: The virtual texture object to sample.

WorldPosition

description: Optional world position input to override the default world position.


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


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

FieldTarget

type: TEnumAsByte< EF...

description: Target Type to be accessed

type: FExpressionInpu...


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

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


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

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


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

description: Target Type to be accessed


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


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


description: Material expresions to sample the global field

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

description: Target Type to be accessed


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


description: Get a tooltip for the expression itself.

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


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


className: UMaterialExpressionSaturate

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


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


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


code: virtual bool IsUsedAsAtlasPosition() const


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


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


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


code: virtual void ValidateParameterName ( const bool bAllowDuplicateName )


className: UMaterialExpressionScalarParameter

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

DefaultValue

type: float

SliderMax

description: Sets the upper bound for the slider on this parameter in the material instance editor.

SliderMin

description: Sets the lower bound for the slider on this parameter in the material instance editor.


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


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


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


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


code: virtual void PostLoad()


className: UMaterialExpressionSceneColor

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

ConstInput

description: Only used if Input is not hooked up

Input

description: Based on the input mode the input will be treated as either: UV coordinates to apply to the scene color lookup or an offset to apply to the scene color lookup, in a 2d fraction of the screen.

InputMode

description: Coordinates - UV coordinates to apply to the scene color lookup.


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


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


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


className: UMaterialExpressionSceneDepth

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

ConstInput

description: Only used if Input is not hooked up

Input

description: Based on the input mode the input will be treated as either: UV coordinates to apply to the scene depth lookup or an offset to apply to the scene depth lookup, in a 2d fraction of the screen.

description: Coordinates - UV coordinates to apply to the scene depth lookup.


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

ConstInput

description: Only used if Input is not hooked up

FallbackDepth

description: Depth to fall back to in case the needed texture isn't available on a particular platform or configuration


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


className: UMaterialExpressionSceneTexelSize

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


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


className: UMaterialExpressionSceneTexture

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

bFiltered

description: Whether to use point sampled texture lookup (default) or using [bi-linear] filtered (can be slower, avoid faceted lock with distortions), some SceneTextures cannot be filtered

Coordinates

description: UV in 0..1 range

SceneTextureId

type: TEnumAsByte< ES...

description: Which scene texture (screen aligned texture) we want to make a lookup into


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


className: UMaterialExpressionScreenPosition

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


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

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


code: virtual uint32 GetInputType ( int32 InputIndex )


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


className: UMaterialExpressionSetLocal

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

Exec

type: FExpressionExec...

LocalName

type: FName


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


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


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


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


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

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


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


code: virtual bool IsInputConnectionRequired ( int32 InputIndex ) const


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

code: virtual bool IsResultMaterialAttributes ( int32 OutputIndex )


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

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


description: This is called when a property is about to be modified externally

code: virtual void PreEditChange ( [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * PropertyAboutToChange )


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


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

AttributeSetTypes

type: TArray<FGuid>

Inputs

type: TArray<FExpres...


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

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


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


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

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


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

code: virtual bool IsResultStrataMaterial ( int32 OutputIndex )


code: static bool ShouldUsePixelShaderInput ( EShaderFrequency InShaderFrequency )


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

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


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


className: UMaterialExpressionShaderStageSwitch

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


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

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


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

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


code: virtual uint32 GetOutputType ( int32 OutputIndex )


className: UMaterialExpressionShadingModel

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

ShadingModel

type: TEnumAsByte< en...


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


code: [FExpressionInput](API\Runtime\Engine\FExpressionInput) * GetEffectiveInput ( class [FMaterialCompiler](API\Runtime\Engine\FMaterialCompiler) * Compiler )


code: virtual uint32 GetInputType ( int32 InputIndex )


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


code: virtual uint32 GetOutputType ( int32 InputIndex )


code: virtual bool IsInputConnectionRequired ( int32 InputIndex ) const


code: virtual bool IsResultMaterialAttributes ( int32 OutputIndex )


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


className: UMaterialExpressionShadingPathSwitch

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

Default

description: Default connection, used when a specific shading type input is missing.


description: Get a tooltip for the expression itself.

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


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


className: UMaterialExpressionShadowReplace

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


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


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


className: UMaterialExpressionSign

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


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


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


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


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


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


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


description: Override to enable multiple outputs.

code: virtual int32 GetNumOutputs() const


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


className: UMaterialExpressionSine

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


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


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

WorldPosition

description: World position of the sample.


description: Material output expression for writing single layer water volume material properties.

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

AbsorptionCoefficients

description: Input for scattering coefficient describing how light bounce is absorbed.

ColorScaleBehindWater

description: Input for custom color multiplier for scene color behind water.

ScatteringCoefficients

description: Input for scattering coefficient describing how light scatter around and is absorbed.


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


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

LightIndex

description: Indexof the atmosphere light to sample.


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


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

DiskAngularDiameterOverride

description: Override the angular diameter of the disk in degree.

description: Indexof the atmosphere light to sample.


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


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

LightIndex

description: Indexof the atmosphere light to sample.

WorldPosition

description: World position of the sample. If not specified, the pixel world position will be used.


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


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


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


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


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


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


className: UMaterialExpressionSkyLightEnvMapSample

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


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


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


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


className: UMaterialExpressionSmoothStep

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

ConstMax

description: Only used if Max is not hooked up

ConstMin

description: Only used if Min is not hooked up

ConstValue

description: Only used if Value is not hooked up


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


className: UMaterialExpressionSobol

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

Cell

description: 2D integer cell in 256x256 grid. Uses cell (0,0) if not connected


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

code: virtual bool CanReferenceTexture() const


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

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


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

SparseVolumeTexture

type: TObjectPtr<USp...

description: The Sparse Virtual Texture to sample.


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


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


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


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

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


code: virtual uint32 GetOutputType ( int32 OutputIndex )


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


code: virtual uint32 GetInputType ( int32 InputIndex )


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

code: virtual void PostLoad()


description: Material expression for sampling from a runtime virtual texture.

Coordinates

description: 3D texture coordinate used to sample the sparse volume texture.

SamplerSource

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


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

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


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


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

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


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


className: UMaterialExpressionSpeedTree

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

bAccurateWindVelocities

type: bool


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


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

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


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


className: UMaterialExpressionSphereMask

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

A

description: 1 to 4 dimensional vector, should be the same type as B

AttenuationRadius

description: In the unit that A and B are measured

B

description: 1 to 4 dimensional vector, should be the same type as A

Hardness

description: 0..1 for the range of 0% to 100%, if not hooked up the internal constant is used

HardnessPercent

description: In percent 0%=soft .. 100%=hard

Radius

description: In the units that A and B are measured, if not hooked up the internal constant is used


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


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

ConstantDensity

description: Constant density of the particle sphere. Will be overridden if Density is connected.

Density

description: Density of the particle sphere.


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

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


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

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


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


className: UMaterialExpressionSquareRoot

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


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


code: virtual uint32 GetOutputType ( int32 OutputIndex )


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


className: UMaterialExpressionStaticBool

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

Value

type: uint32: 1


code: bool SetParameterValue ( [FName](API\Runtime\Core\UObject\FName) InParameterName, bool OutValue, [FGuid](API\Runtime\Core\Misc\FGuid) InExpressionGuid, EMaterialExpressionSetParameterValueFlags Flags )


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


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


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


className: UMaterialExpressionStaticBoolParameter

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

DynamicBranch

description: Change Parameter from "static bool" to (dynamic) bool type which enables it to be used with dynamic branching


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


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


code: bool SetParameterValue ( [FName](API\Runtime\Core\UObject\FName) InParameterName, bool InR, bool InG, bool InB, bool InA, [FGuid](API\Runtime\Core\Misc\FGuid) InExpressionGuid, EMaterialExpressionSetParameterValueFlags Flags )


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


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

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


code: [FExpressionInput](API\Runtime\Engine\FExpressionInput) * GetEffectiveInput ( class [FMaterialCompiler](API\Runtime\Engine\FMaterialCompiler) * Compiler )


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


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


code: virtual uint32 GetInputType ( int32 InputIndex )


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

code: virtual bool IsResultMaterialAttributes ( int32 OutputIndex )


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

code: virtual bool IsResultStrataMaterial ( int32 OutputIndex )


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

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


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


className: UMaterialExpressionStaticSwitch

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


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


code: virtual uint32 GetOutputType ( int32 OutputIndex )


code: class UMaterialExpressionStaticSwitchParameter : public [UMaterialExpressionStaticBoolParameter](API\Runtime\Engine\Materials\UMaterialExpressionStaticBoolPar-)


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


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


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


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


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


className: UMaterialExpressionStep

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

ConstX

description: Only used if X is not hooked up

ConstY

description: Only used if Y is not hooked up


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


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


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


className: UMaterialExpressionStrataAdd

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

A

description: Substrate material

B

description: Substrate material

bUseParameterBlending

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


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


code: float DielectricSpecularToF0 ( float SpecularIn )


className: UMaterialExpressionStrataBSDF

description: UMaterialExpressionStrataBSDFcan only be used for Substrate nodes ouputing StrataData that would need a preview,.

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


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


code: virtual uint32 GetInputType ( int32 InputIndex )


code: virtual uint32 GetOutputType ( int32 OutputIndex )


code: virtual bool IsResultStrataMaterial ( int32 OutputIndex )


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


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


className: UMaterialExpressionStrataConvertToDecal

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

Coverage

description: The coverage of the decal (default 1)

DecalMaterial

description: The Substrate material to convert to a decal.


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


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


className: UMaterialExpressionStrataEyeBSDF

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

CorneaNormal

description: Normal of the sclera and cornea (type = float3, unit = unitless, defaults to +X vector)

DiffuseColor

description: Hair fiber base color resulting from single and multiple scattering combined.

EmissiveColor

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

IrisDistance

description: Distance from the center of the iris (type = float, unit = unitless, defaults to 0.0)

IrisMask

description: Mask defining the iris surface (type = float, unit = unitless, defaults to 0.0)

IrisNormal

description: Normal of the iris (type = float3, unit = unitless, defaults to +X vector)

IrisPlaneNormal

description: Normal of the iris plane (type = float3, unit = unitless, defaults to +X vector)

Roughness

description: Controls how rough the Material is.

SubsurfaceProfile

description: SubsurfaceProfile, for Subsurface Scattering diffusion.


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


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


className: UMaterialExpressionStrataHairBSDF

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

Backlit

description: How much light contributs when lighting hairs from the back side opposite from the view, only available for HairStrand rendering (type = float3, unit = unitless, defaults to 0.0)

Roughness

description: Controls how rough the Material is.

Scatter

description: Amount of light scattering, only available for non-HairStrand rendering (type = float, unit = unitless, defaults to 0.0)

Specular

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

Tangent

description: Tangent (type = float3, unit = unitless, defaults to +X vector)


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

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


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

Background

description: Substrate material

bUseParameterBlending

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

Foreground

description: Substrate material

Mix

description: Lerp factor between Background (Mix == 0) and Foreground (Mix == 1).


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


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


description: Get a tooltip for the specified connector.

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


code: virtual uint32 GetInputType ( int32 InputIndex )


code: virtual uint32 GetOutputType ( int32 OutputIndex )


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

code: virtual bool IsResultStrataMaterial ( int32 OutputIndex )


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


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

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


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

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


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

Anisotropy

description: Controls the anisotropy factor of the roughness.

BaseColor

description: Defines the overall color of the Material. (type = float3, unit = unitless, defaults to 0.18)

ClearCoat

description: Coverage of the clear coat layer. (type = float, unit = unitless, defaults to 0.0)

ClearCoatNormal

description: Take the bottom clear coat surface normal as input.

ClearCoatRoughness

description: Roughness of the top clear coat layer. (type = float, unit = unitless, defaults to 0.0)

ColorScaleBehindWater

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

ConvertedStrataMaterialInfo

type: FStrataMaterial...

description: Store converted material models.

CustomTangent

description: Take the tangent output node as input.

EmissiveColor

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

Metallic

description: Controls how "metal-like" your surface looks like.

Normal

description: Take the surface normal as input.

Opacity

description: Opacity of the material

Roughness

description: Controls how rough the Material is.

ShadingModel

type: FShadingModelMa...

description: Shading models

Specular

description: Used to scale the current amount of specularity on non-metallic surfaces and is a value between 0 and 1 (type = float, unit = unitless, defaults to plastic 0.5)

SubSurfaceColor

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

SubsurfaceProfile

description: SubsurfaceProfile, for Screen Space Subsurface Scattering.

Tangent

description: Take a surface tangent as input.

TransmittanceColor

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

WaterAbsorptionCoefficients

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

WaterPhaseG

description: Anisotropy of the volume with values lower than 0 representing back-scattering, equal 0 representing isotropic scattering and greater than 0 representing forward scattering.

WaterScatteringCoefficients

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


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

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


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


className: UMaterialExpressionStrataLightFunction

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

Color

description: The output color of the light function


description: Get a tooltip for the expression itself.

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


code: UMaterialExpressionStrataMetalnessToDiffuseAlbedoF0 ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


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

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


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

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


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


className: UMaterialExpressionStrataPostProcess

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

description: The output color of the post process: it represents a color added over the back buffer, or a color multiplied if the Substrate blend mode is TransmittanceOnly.

Opacity

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


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


code: virtual uint32 GetInputType ( int32 InputIndex )


code: virtual uint32 GetOutputType ( int32 OutputIndex )


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

code: virtual bool IsResultStrataMaterial ( int32 OutputIndex )


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


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

ClearCoatCoverage

description: Controls the coverage of the clear coat layer: 0 means no clear coat, 1 means coat is fully visible.

ClearCoatRoughness

description: Controls how rough the top layer of the material is.

DiffuseAlbedo

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

EmissiveColor

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

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

Normal

description: Take the surface normal as input.

Roughness

description: Controls how rough the bottom layer of the material is.


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

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


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