className: FLightSceneProxy

description: Encapsulates the data which is used to render a light by the rendering thread. The constructor is called from the game thread, and after that the rendering thread owns the object.FLightSceneProxyis in the engine module and is subclassed to implement various types of lights.

code: class FLightSceneProxy

AtmosphereSunDiskColorScale

type: constFLinearCo...

AtmosphereSunLightIndex

type: const uint8

description: The index of the atmospheric light.

bAffectGlobalIllumination

type: const uint8:  1

description: Whether the light affects global illumination, when ray-traced global illumination is enabled.

bAffectReflection

description: Whether the light affects objects in reflections, when ray-traced reflection is enabled.

bAffectTranslucentLighting

description: Whether the light affects translucency or not.

bCastDynamicShadow

type: uint8:  1

description: True if the light casts dynamic shadows.

bCastModulatedShadows

description: Whether the light will cast modulated shadows when using the forward renderer (mobile).

bCastStaticShadow

description: True if the light casts static shadows.

bCastTranslucentShadows

description: Whether the light is allowed to cast dynamic shadows from translucency.

bContactShadowLengthInWS

description: True: length of screen space ray trace for sharp contact shadows is in world space.

bMovable

description: True if the light's Mobility is set to Movable.

bStaticLighting

description: Return True if a light's parameters as well as its position is static during gameplay, and can thus use static lighting.

bStaticShadowing

description: Whether the light has static direct shadowing.

bTransmission

description: Whether light from this light transmits through surfaces with subsurface scattering profiles.

bUsedAsAtmosphereSunLight

description: Whether to consider light as a sunlight for atmospheric scattering and exponential height fog.

bUseRayTracedDistanceFieldShadows

description: Whether to use ray traced distance field area shadows.

bUseVirtualShadowMaps

description: Whether to use virtual shadow maps.

bUseWholeSceneCSMForMovableObjects

description: Whether to render csm shadows for movable objects only (mobile).

CastRaytracedShadow

type: constTEnumAsBy...

description: Whether the light shadows are computed with shadow-mapping or ray-tracing (when available).

Color

description: The light color.

ComponentName

type: FName

description: The name of the light component.

ContactShadowCastingIntensity

description: Intensity of the shadows cast by primitives with "cast contact shadow" enabled.

ContactShadowLength

description: Length of screen space ray trace for sharp contact shadows.

ContactShadowNonCastingIntensity

description: Intensity of the shadows cast by primitives with "cast contact shadow" disabled.

DeepShadowLayerDistribution

description: Deep shadow layer distribution.

FarShadowCascadeCount

description: Only for whole scene directional lights, 0: no FarShadowCascades, otherwise the count of cascades between WholeSceneDynamicShadowRadius and FarShadowDistance that are covered by distant shadow cascades.

IESAtlasId

description: IES texture atlas id.

IESTexture

type: UTextureLightPr...

description: IES texture (light profiles from real world measured data) We are safe to store a U pointer as those objects get deleted deferred, storing anFTexturepointer would crash if we recreate the texture

IndirectLightingScale

description: Scale for indirect lighting from this light. When 0, indirect lighting is disabled.

LevelName

description: The name of the level the light is in.

LightComponent

type: constULightCom...

description: The light component.

LightFunctionMaterial

type: constFMaterial...

LightFunctionScale

description: Light function parameters.

LightGuid

type: FGuid

description: The light's persistent shadowing GUID.

LightSceneInfo

type: FLightSceneInfo...

description: The light's scene info.

LightToWorld

type: FMatrix

description: A transform from light space into world space.

LightType

description: The light type (ELightComponentType)

ModulatedShadowColor

description: Modulated shadow color.

Position

description: The homogenous position of the light.

PreviewShadowMapChannel

description: Transient shadowmap channel used to preview the results of stationary light shadowmap packing.

SamplesPerPixel

description: Samples per pixel for ray tracing

SceneInterface

type: FSceneInterface...

description: The scene the primitive is in.

ShadowAmount

description: Control the amount of shadow occlusion.

ShadowBias

description: User setting from light component, 0:no bias, 0.5:reasonable, larger object might appear to float

ShadowMapChannel

description: Shadow map channel which is used to match up with the appropriate static shadowing during a deferred shading pass.

ShadowSharpen

description: Sharpen shadow filtering

SpecularScale

description: Specular scale

StaticShadowDepthMap

type: constFStaticSh...

StatId

type: TStatId

description: Used for dynamic stats

VolumetricScatteringIntensity

description: Scales this light's intensity for volumetric scattering.

WorldToLight

description: A transform from world space into light space.


module: Engine

code: static FUniformBufferRHIRef CreateUniformBuffer ( const [FLightShaderParameters](API\Runtime\Engine\FLightShaderParameters) & InContents, EUniformBufferUsage InUsage )


className: FileLine

code: static FileLine = builtin_LINE();


className: bIsStoredInConstantBuffer

code: static bIsStoredInConstantBuffer = true;


className: FileName

code: static FileName = builtin_FILE();


code: static const FShaderParametersMetadata &42; GetStructMetadata&40;&41;


className: NumElements

code: static NumElements = 0;


className: zzMemberFunc

code: typedef zzFuncPtr(* zzMemberFunc


className: zzMemberIdColor

description: Color of the light.


className: zzMemberIdDirection

description: Direction of the light if applies.


className: zzMemberIdFalloffExponent

description: The exponent for the falloff of the light intensity from the distance.


className: zzMemberIdInvRadius

description: 1 / light's falloff radius from Position.


className: zzMemberIdIESAtlasIndex

description: UES texture slice index.


className: zzMemberIdRectLightAtlasUVOffset

description: Rect. light atlas transformation.


className: zzMemberIdRectLightBarnCosAngle

description: Barn door angle for rect light.


className: zzMemberIdRectLightBarnLength

description: Barn door length for rect light.


className: zzMemberIdSoftSourceRadius

description: Radius of the soft source.


className: zzMemberIdSourceLength

description: Other dimensions of the light source for rect light specifically.


className: zzMemberIdSourceRadius

description: Radius of the point light.


className: zzMemberIdSpecularScale

description: Factor to applies on the specular.


className: zzMemberIdSpotAngles

description: Dimensions of the light, for spot light, but also.


className: zzMemberIdTangent

description: One tangent of the light if applies. Note: BiTangent is on purpose not stored for memory optimisation purposes.


className: zzMemberIdTranslatedWorldPosition

description: Position of the light in the translated world space.


className: FLightShaderParameters

description: Shader paraneter structure for rendering lights.

code: class FLightShaderParameters

Color

type: TShaderParamete...


code: static void ApplyOffset ( FVolumeLightingSample & Element, FVector Offset )


className: ElementAllocator

description: Using the heap allocator instead of an inline allocator to trade off add/remove performance for memory.


description: LWC_TODO: Update to returnFVector::FRealonce FVector4 supports doubles.

code: static const float * GetBoundingBox ( const FVolumeLightingSample & Sample )


className: MaxElementsPerLeaf

code: enum { MaxElementsPerLeaf = 4 }


className: MaxNodeDepth

code: enum { MaxNodeDepth = 12 }


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


className: FLightVolumeOctreeSemantics

code: struct FLightVolumeOctreeSemantics


description: Apply the interior settings to ambient sounds

code: void ApplyInteriorSettings ( uint32 AudioVolumeID, const [FInteriorSettings](API\Runtime\Engine\Sound\FInteriorSettings) & Settings )


description: Gets the position of the listener

code: FVector GetPosition ( bool bAllowOverride ) const


description: Works out the interp value between source and end

code: float Interpolate ( const double EndTime )


description: Gets the current state of the interior settings for the listener

code: void UpdateCurrentInteriorSettings()


code: FListener ( [FAudioDevice](API\Runtime\Engine\FAudioDevice) * InAudioDevice )


className: FListener

description: Defines the properties of the listener

code: struct FListener

AttenuationOverride

type: FVector

description: An attenuation override to use for distance and attenuation calculations

AudioDevice

type: FAudioDevice&#...

AudioVolumeID

description: The ID of the volume the listener resides in

bUseAttenuationOverride

type: uint32: 1

description: Is our attenuation override active

ExteriorEndTime

type: double

ExteriorLPFInterp

type: float

InteriorSettings

type: FInteriorSettin...

InteriorStartTime

description: The times of interior volumes fading in and out

ListenerIndex

description: Indexof this listener inside the AudioDevice's listener array

Transform

type: FTransform

WorldID

description: The ID of the world the listener resides in


description: Gets the position of the listener proxy


code: FListenerProxy ( const [FListener](API\Runtime\Engine\FListener) & Listener )


className: FListenerProxy

description: Game thread representation of a listener

code: struct FListenerProxy

bUseAttenuationOverride

description: Is our attenuation override active


className: FLoadedAudioChunk

description: Stores info about an audio chunk once it's been loaded

code: struct FLoadedAudioChunk

Data

type: uint8 *

IORequest

type: IBulkDataIORequ...


description: Initialization constructor.

code: FLocalHeightFogSceneProxy ( const [ULocalHeightFogComponent](API\Runtime\Engine\Components\ULocalHeightFogComponent) * InComponent )


className: FLocalHeightFogSceneProxy

description: Represents aUVolumetricCloudComponentto the rendering thread, created game side from the component.

code: class FLocalHeightFogSceneProxy

FogAlbedo

type: FLinearColor


description:
Tests whether the light affects the given bounding volume.
True if the light affects the bounding volume

code: virtual bool AffectsBounds ( const FBoxSphereBounds & Bounds ) const


code: virtual FSphere GetBoundingSphere() const


description: Deprecated* TheGetEffectiveScreenRadius()that uses the screen-percentage scaled view rect (above) is used now.

code: virtual float GetEffectiveScreenRadius ( const [FViewMatrices](API\Runtime\Engine\FViewMatrices) & ShadowViewMatrices ) const


description: TODO: refactor this to move into the shadow scene renderer.

code: virtual float GetEffectiveScreenRadius ( const [FViewMatrices](API\Runtime\Engine\FViewMatrices) & ShadowViewMatrices, const FIntPoint & CameraViewRectSize ) const


code: virtual float GetFadeRange() const


code: virtual float GetMaxDrawDistance() const


description:
Sets up a projected shadow initializer for the given subject.
True if a projected shadow should be cast by this subject-light pair.

code: virtual bool GetPerObjectProjectedShadowInitializer ( const FBoxSphereBounds & SubjectBounds, class [FPerObjectProjectedShadowInitializer](API\Runtime\Engine\FPerObjectProjectedShadowInitial-) & OutInitializer ) const


description: radius of the light or 0 if no radius

code: virtual float GetRadius() const


code: virtual bool GetScissorRect ( FIntRect & ScissorRect, const [FSceneView](API\Runtime\Engine\FSceneView) & View, const FIntRect & ViewRect ) const


code: virtual FVector GetPerObjectProjectedShadowProjectionPoint ( const FBoxSphereBounds & SubjectBounds ) const


description: Updates the light scene info's radius from the component.

code: void UpdateRadius ( float ComponentRadius )


description: whether a scissor rect is set

code: virtual bool SetScissorRect ( [FRHICommandList](API\Runtime\RHI\FRHICommandList) & RHICmdList, const [FSceneView](API\Runtime\Engine\FSceneView) & View, const FIntRect & ViewRect, FIntRect * OutScissorRect ) const


description: Called on the light scene info after it has been passed to the rendering thread to update the rendering thread's cached info when the light's radius changes.

code: void UpdateRadius_GameThread ( float Radius )


description: Initialization constructor.

code: FLocalLightSceneProxy ( const [ULocalLightComponent](API\Runtime\Engine\Components\ULocalLightComponent) * Component )


className: FLocalLightSceneProxy

description: The parts of the point light scene info that aren't dependent on the light policy type.

code: class FLocalLightSceneProxy : public [FLightSceneProxy](API\Runtime\Engine\FLightSceneProxy)

InvRadius

description: One over the light's radius.

Radius

description: The light radius.


code: [ULocalPlayer](API\Runtime\Engine\Engine\ULocalPlayer) * operator->() const


className: FLocalPlayerIterator::operator bool

code: operator bool() const


code: [ULocalPlayer](API\Runtime\Engine\Engine\ULocalPlayer) * operator*() const


code: FLocalPlayerIterator ( [UEngine](API\Runtime\Engine\Engine\UEngine) * InEngine, class [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )


className: FLocalPlayerIterator

description: Example: for (FLocalPlayerIteratorIt(GEngine, GetWorld()); It; ++It) { // Do Stuff }

code: class FLocalPlayerIterator

Iter

type: TArray< classU...


description: Copy the data from another vertex factory

code: void Copy ( const [FLocalVertexFactory](API\Runtime\Engine\FLocalVertexFactory) & Other )


className: FDataType

code: struct FDataType : public [FStaticMeshDataType](API\Runtime\Engine\FStaticMeshDataType)

bIsCoarseProxy

type: bool

PreSkinPositionComponent

type: FVertexStreamCo...

PreSkinPositionComponentSRV

type: FRHIShaderResou...

StaticMesh

type: constUStaticMe...


code: FDebugName &40; const char &42; InDebugName &41;


code: [FRHIShaderResourceView](API\Runtime\RHI\FRHIShaderResourceView) * GetColorComponentsSRV() const


code: const uint32 GetColorIndexMask() const


code: void GetColorOverrideStream ( const [FVertexBuffer](API\Runtime\RenderCore\FVertexBuffer) * ColorVertexBuffer, FVertexInputStreamArray & VertexStreams ) const


code: const [FDataType](API\Runtime\Engine\FLocalVertexFactory\FDataType) & GetData() const


code: const int GetLightMapCoordinateIndex() const


code: [FRHIShaderResourceView](API\Runtime\RHI\FRHIShaderResourceView) * GetPositionsSRV() const


code: [FRHIShaderResourceView](API\Runtime\RHI\FRHIShaderResourceView) * GetPreSkinPositionSRV() const


description: Return the vertex elements used when manual vertex fetch is used

code: static void GetPSOPrecacheVertexFetchElements ( EVertexInputStreamType VertexInputStreamType, FVertexDeclarationElementList & Elements )


code: [FRHIShaderResourceView](API\Runtime\RHI\FRHIShaderResourceView) * GetTangentsSRV() const


code: const [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * GetStaticMesh() const


code: [FRHIShaderResourceView](API\Runtime\RHI\FRHIShaderResourceView) * GetTextureCoordinatesSRV() const


code: virtual ENGINE_API [FVertexFactoryType](API\Runtime\RenderCore\FVertexFactoryType) * GetType() const


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


code: static void GetVertexElements ( [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) FeatureLevel, EVertexInputStreamType InputStreamType, bool bSupportsManualVertexFetch, [FDataType](API\Runtime\Engine\FLocalVertexFactory\FDataType) & Data, FVertexDeclarationElementList & Elements )


code: static void GetVertexElements ( [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) FeatureLevel, EVertexInputStreamType InputStreamType, bool bSupportsManualVertexFetch, [FDataType](API\Runtime\Engine\FLocalVertexFactory\FDataType) & Data, FVertexDeclarationElementList & Elements, [FVertexStreamList](API\Runtime\RenderCore\FVertexFactory\FVertexStreamList) & InOutStreams, int32 & OutColorStreamIndex )


description: Initializes the RHI resources used by this resource. Called when entering the state where both the resource and the RHI have been initialized. This is only called by the rendering thread.

code: virtual void InitRHI ( [FRHICommandListBase](API\Runtime\RHI\FRHICommandListBase) & RHICmdList )


code: virtual bool IsCoarseProxyMesh() const


description: Does the platform support GPUSkinPassthrough permutations. This knowledge can be used to indicate if we need to create SRV for index/vertex buffers.

code: static bool IsGPUSkinPassThroughSupported ( EShaderPlatform Platform )


code: static void ModifyCompilationEnvironment ( const [FVertexFactoryShaderPermutationParameters](API\Runtime\Renderer\FVertexFactoryShaderPermutationP-) & Parameters, [FShaderCompilerEnvironment](API\Runtime\RenderCore\FShaderCompilerEnvironment) & OutEnvironment )


description: Releases the RHI resources used by this resource. Called when leaving the state where both the resource and the RHI have been initialized. This is only called by the rendering thread.

code: virtual void ReleaseRHI()


code: void SetColorOverrideStream ( [FRHICommandList](API\Runtime\RHI\FRHICommandList) & RHICmdList, const [FVertexBuffer](API\Runtime\RenderCore\FVertexBuffer) * ColorVertexBuffer ) const


description: An implementation of the interface used by TSynchronizedResource to update the resource with new data from the game thread.

code: void SetData ( const [FDataType](API\Runtime\Engine\FLocalVertexFactory\FDataType) & InData )


description: Should we cache the material's shadertype on this platform with this vertex factory?

code: static bool ShouldCompilePermutation ( const [FVertexFactoryShaderPermutationParameters](API\Runtime\Renderer\FVertexFactoryShaderPermutationP-) & Parameters )


className: StaticType

code: static ENGINE_API [FVertexFactoryType](API\Runtime\RenderCore\FVertexFactoryType) StaticType;


code: static void ValidateCompiledResult ( const [FVertexFactoryType](API\Runtime\RenderCore\FVertexFactoryType) * Type, EShaderPlatform Platform, const [FShaderParameterMap](API\Runtime\RenderCore\FShaderParameterMap) & ParameterMap, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutErrors )


code: FLocalVertexFactory ( [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) InFeatureLevel, const char * InDebugName )


code: static FUniformBufferRHIRef CreateUniformBuffer ( const [FLocalVertexFactoryLooseParameters](API\Runtime\Engine\FLocalVertexFactoryLooseParamete-) & InContents, EUniformBufferUsage InUsage )


className: FLocalVertexFactory

description: A vertex factory which simply transforms explicit vertex attributes from local to world space.

code: class FLocalVertexFactory : public [FVertexFactory](API\Runtime\RenderCore\FVertexFactory)

Data

type: FDataType

DebugName

type: FLocalVertexFac...

LooseParametersUniformBuffer

type: TUniformBufferR...


className: bIsStoredInConstantBuffer

code: static bIsStoredInConstantBuffer = true;


className: FileLine

code: static FileLine = builtin_LINE();


className: FileName

code: static FileName = builtin_FILE();


code: static const FShaderParametersMetadata &42; GetStructMetadata&40;&41;


className: NumElements

code: static NumElements = 0;


code: static const [FShaderParametersMetadata](API\Runtime\RenderCore\FShaderParametersMetadata) * GetStructMetadata()


className: zzMemberFunc

code: typedef zzFuncPtr(* zzMemberFunc


code: FLocalVertexFactoryLooseParameters()


className: FLocalVertexFactoryLooseParameters

FrameNumber

type: TShaderParamete...

GPUSkinPassThroughPositionBuffer

type: TShaderResource...


code: void Bind ( const [FShaderParameterMap](API\Runtime\RenderCore\FShaderParameterMap) & ParameterMap )


className: CounterBase

code: static constexpr int CounterBase = __COUNTER__;


code: void GetElementShaderBindings ( const [FSceneInterface](API\Runtime\Engine\FSceneInterface) * Scene, const [FSceneView](API\Runtime\Engine\FSceneView) * View, const [FMeshMaterialShader](API\Runtime\Renderer\FMeshMaterialShader) * Shader, const EVertexInputStreamType InputStreamType, [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) FeatureLevel, const [FVertexFactory](API\Runtime\RenderCore\FVertexFactory) * VertexFactory, const [FMeshBatchElement](API\Runtime\Engine\FMeshBatchElement) & BatchElement, [FMeshDrawSingleShaderBindings](API\Runtime\Renderer\FMeshDrawSingleShaderBindings) & ShaderBindings, FVertexInputStreamArray & VertexStreams ) const


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


className: InterfaceType

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


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


description: Initialize(FTypeLayoutDesc& TypeDesc)

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


className: InternalLinkType

description: InternalLinkType<COUNTER-CounterBase >

code: template<int Counter> struct InternalLinkType


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


className: FLocalVertexFactoryShaderParameters

description: Shader parameter class used byFLocalVertexFactoryonly - no derived classes.

code: class FLocalVertexFactoryShaderParameters : public [FLocalVertexFactoryShaderParametersBase](API\Runtime\Engine\FLocalVertexFactoryShaderParamet-_1)


code: void GetElementShaderBindingsBase ( const class [FSceneInterface](API\Runtime\Engine\FSceneInterface) * Scene, const [FSceneView](API\Runtime\Engine\FSceneView) * View, const [FMeshMaterialShader](API\Runtime\Renderer\FMeshMaterialShader) * Shader, const EVertexInputStreamType InputStreamType, [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) FeatureLevel, const [FVertexFactory](API\Runtime\RenderCore\FVertexFactory) * VertexFactory, const [FMeshBatchElement](API\Runtime\Engine\FMeshBatchElement) & BatchElement, [FRHIUniformBuffer](API\Runtime\RHI\FRHIUniformBuffer) * VertexFactoryUniformBuffer, [FMeshDrawSingleShaderBindings](API\Runtime\Renderer\FMeshDrawSingleShaderBindings) & ShaderBindings, FVertexInputStreamArray & VertexStreams ) const


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


className: FLocalVertexFactoryShaderParametersBase

description: Shader parameters for all LocalVertexFactory derived classes.

code: class FLocalVertexFactoryShaderParametersBase : public [FVertexFactoryShaderParameters](API\Runtime\RenderCore\FVertexFactoryShaderParameters)

bAnySpeedTreeParamIsBound

description: True if LODParameter is bound, which puts us on the slow path in GetElementShaderBindings.

LODParameter

type: FShaderParamete...

description: SpeedTree LOD parameter.


code: static FUniformBufferRHIRef CreateUniformBuffer ( const [FLocalVertexFactoryUniformShaderParameters](API\Runtime\Engine\FLocalVertexFactoryUniformShader-) & InContents, EUniformBufferUsage InUsage )


code: static bIsStoredInConstantBuffer = true;


code: static FileLine = builtin_LINE();


code: static FileName = builtin_FILE();


code: static const FShaderParametersMetadata &42; GetStructMetadata&40;&41;


code: static NumElements = 0;


code: static const [FShaderParametersMetadata](API\Runtime\RenderCore\FShaderParametersMetadata) * GetStructMetadata()


code: typedef zzFuncPtr(* zzMemberFunc


className: FLocationEmitterInstancePayload

description: ModuleLocationEmitter instance payload

code: struct FLocationEmitterInstancePayload


code: void ClampToFirstLOD ( int8 FirstLODIdx )


code: bool ContainsLOD ( int32 LODIndex ) const


className: FLODBurstFired

code: struct FLODBurstFired

Fired

type: TArray< bool >


description: LodFade value within the BVH based on the LodFadeMask in the GBuffer.

code: bool ContainsRayTracedLOD ( int32 LODIndex ) const


code: void SetLODSample ( int32 LODIndex, int32 SampleIndex )


className: FLumenCardBuildData

code: class FLumenCardBuildData

OBB

type: FLumenCardOBBf


className: FLODMask

description: Computes the LOD to render for the list of static meshes in the given view.

code: struct FLODMask


className: ESurfelType

code: enum ESurfelType { Valid, Invalid, Idle, Cluster, Used, }


className: FSurfel

code: struct FSurfel

Coverage

type: float

Type

type: ESurfelType


className: FSurfelCluster

code: struct FSurfelCluster

Rays

type: TArray<FRay>

Surfels

type: TArray<FSurfel...


className: FLumenCardBuildDebugData

code: class FLumenCardBuildDebugData


className: FModeRecord

description: Describes a single available visualization mode.

code: struct FModeRecord

DefaultComposited

description: Whether or not this mode (by default) composites with regular scene depth.

ModeDesc

type: FText

ModeName

type: FName

ModeString

type: FString

ModeType

type: FModeType


className: FModeType

code: enum FModeType { Overview, Standard, }


code: bool GetModeDefaultComposited ( const [FName](API\Runtime\Core\UObject\FName) & InModeName ) const


description: Get the display name of a named mode from the available mode map.

code: [FText](API\Runtime\Core\Internationalization\FText) GetModeDisplayName ( const [FName](API\Runtime\Core\UObject\FName) & InModeName ) const


code: int32 GetModeID ( const [FName](API\Runtime\Core\UObject\FName) & InModeName ) const


code: const [TModeMap](API\Runtime\Engine\FLumenVisualizationData\TModeMap) & GetModeMap() const


description: Return the console command name for enabling single mode visualization.

code: static const TCHAR * GetVisualizeConsoleCommandName()


description: Check if visualization is active.

code: bool IsActive() const


description: Initialize the system.

code: void Initialize()


description: Check if system was initialized.

code: bool IsInitialized() const


className: TModeMap

description: Mapping ofFNameto a visualization mode record.

code: typedef [TMultiMap](API\Runtime\Core\Containers\TMultiMap)< [FName](API\Runtime\Core\UObject\FName), [FModeRecord](API\Runtime\Engine\FLumenVisualizationData\FModeRecord) > TModeMap


className: FLumenVisualizationData

code: class FLumenVisualizationData


description: Adds anFMaterialto the global list. Any FMaterials that don't belong to aUMaterialInterfaceneed to be registered in this way to work correctly with runtime recompiling of outdated shaders.

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


className: FMacroUVOverride

code: struct FMacroUVOverride

bOverride

type: bool


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


code: virtual bool AllowNegativeEmissiveColor() const


description: Backs up any FShaders in editor loaded materials to memory through serialization and clearsFShaderreferences.

code: static void BackupEditorLoadedMaterialShadersToMemory ( [TMap](API\Runtime\Core\Containers\TMap)< [FMaterialShaderMap](API\Runtime\Engine\FMaterialShaderMap) *, [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [TArray](API\Runtime\Core\Containers\TArray)< uint8 > > > & ShaderMapToSerializedShaderData )


description: Begins caching the material shaders for the given static parameter set and platform. This is used by material resources of UMaterials.

code: void BeginCacheShaders ( EShaderPlatform Platform, EMaterialShaderPrecompileMode PrecompileMode, const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform, [TUniqueFunction](API\Runtime\Core\Templates\TUniqueFunction)< void(boolbSuccess)> && CompletionCallback )


description: Caches the material shaders for the given static parameter set and platform. This is used by material resources of UMaterialInstances.

code: void BeginCacheShaders ( const [FMaterialShaderMapId](API\Runtime\Engine\FMaterialShaderMapId) & ShaderMapId, EShaderPlatform Platform, EMaterialShaderPrecompileMode PrecompileMode, const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform, [TUniqueFunction](API\Runtime\Core\Templates\TUniqueFunction)< void(boolbSuccess)> && CompletionCallback )


description: These compile jobs are submitted async and it is up to client code to block on results if needed.

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


description: Caches the material shaders for this material with no static parameters on the given platform. This is used by material resources of UMaterials.

code: bool CacheShaders ( EShaderPlatform Platform, EMaterialShaderPrecompileMode PrecompileMode, const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform )


description: Cancels all outstanding compilation jobs for this material.

code: void CancelCompilation()


code: virtual bool CastsRayTracedShadows() const


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

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


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

code: FGraphEventArray CollectPSOs ( [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) InFeatureLevel, const FPSOPrecacheVertexFactoryDataList & VertexFactoryDataList, const [FPSOPrecacheParams](API\Runtime\Engine\FPSOPrecacheParams) & PreCacheParams, EPSOPrecachePriority Priority, [TArray](API\Runtime\Core\Containers\TArray)< FMaterialPSOPrecacheRequestID > & OutMaterialPSORequestIDs )


description:
Entry point for compiling a specific material property. This must call SetMaterialProperty.
cases to the proper type e.g. Compiler->ForceCast(Ret, GetValueType(Property));

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


code: virtual bool ComputeFogPerPixel() const


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


code: template<typename TMaterial> static void DeferredDeleteArray ( [TArray](API\Runtime\Core\Containers\TArray)< [TRefCountPtr](API\Runtime\Core\Templates\TRefCountPtr)< TMaterial >> & Materials )


code: template<typename TMaterial> static void DeferredDeleteArray ( [TArray](API\Runtime\Core\Containers\TArray)< TMaterial * > & Materials )


code: bool CacheShaders ( const [FMaterialShaderMapId](API\Runtime\Engine\FMaterialShaderMapId) & ShaderMapId, EShaderPlatform Platform, EMaterialShaderPrecompileMode PrecompileMode, const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform )


description: Discards loaded shader maps if the application can't render

code: void DiscardShaderMap()


code: static void DeleteMaterialsOnRenderThread ( [TArray](API\Runtime\Core\Containers\TArray)< [TRefCountPtr](API\Runtime\Core\Templates\TRefCountPtr)< [FMaterial](API\Runtime\Engine\FMaterial) >> & MaterialsRenderThread )


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


className: EditorLoadedMaterialResources

description: Tracks FMaterials without a correspondingUMaterialInterfacein the editor, for example FExpressionPreviews. Used to handle the 'recompileshaders changed' command in the editor. This doesn't have to use a reference counted pointer because materials are removed on destruction.

code: static [TSet](API\Runtime\Core\Containers\TSet)< [FMaterial](API\Runtime\Engine\FMaterial) * > EditorLoadedMaterialResources;


description: Blocks until compilation has completed. Returns immediately if a compilation is not outstanding.

code: void FinishCompilation()


description: Finishes any pending material caching.

code: bool FinishCacheShaders() const


description: Gather anyUMaterialExpressionCustomOutputexpressions in the material and referenced function calls

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


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

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


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

code: virtual bool GetAllowDevelopmentShaderCompile() const


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

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


description: Gather anyUMaterialExpressionCustomOutputexpressions they can be compiled in turn

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


description: Useful for debugging.

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


code: virtual int32 GetBlendableLocation() const


code: virtual bool GetBlendableOutputAlpha() const


code: enum EBlendMode GetBlendMode() const


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


code: virtual const [FMaterialCachedHLSLTree](API\Runtime\Engine\FMaterialCachedHLSLTree) * GetCachedHLSLTree() const


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


description: The material usage mask of CustomDepth and CustomStencil


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


description: Produces arrays of any shader and vertex factory type that this material is dependent on.

code: void GetDependentShaderAndVFTypes ( EShaderPlatform Platform, const [FPlatformTypeLayoutParameters](API\Runtime\Core\Serialization\FPlatformTypeLayoutParameters) & LayoutParams, [TArray](API\Runtime\Core\Containers\TArray)< [FShaderType](API\Runtime\RenderCore\FShaderType) * > & OutShaderTypes, [TArray](API\Runtime\Core\Containers\TArray)< const [FShaderPipelineType](API\Runtime\RenderCore\FShaderPipelineType) * > & OutShaderPipelineTypes, [TArray](API\Runtime\Core\Containers\TArray)< [FVertexFactoryType](API\Runtime\RenderCore\FVertexFactoryType) * > & OutVFTypes ) const


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


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


code: virtual bool GetForwardBlendsSkyLightCubemaps() const


code: const FStaticFeatureLevel GetFeatureLevel() const


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


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


code: const [FGuid](API\Runtime\Core\Misc\FGuid) & GetLegacyId() const


code: bool GetLoadedCookedShaderMapId() const


code: virtual uint32 GetMaterialDecalResponse() const


description: Get user source code for the material, with a list of code snippets to highlight representing the code for each MaterialExpression

code: bool GetMaterialExpressionSource ( [FString](API\Runtime\Core\Containers\FString) & OutSource )


code: virtual enum EMaterialFloatPrecisionMode GetMaterialFloatPrecisionMode() const


description:
The returned value is not const because the expression is used to build the Strata tree and this requires to execute multiple such as link function caller, compile expression, etc. See HLSLTranslator.cpp for the single use case.
Nullptr if this is not a material used to generate a preview of a node of a material graph.

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


description: Gets the Guid that represents this material.


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


description: Returns which shadermap this material is bound to.


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


code: virtual int32 GetNumCustomizedUVs() const


code: float GetOpacityMaskClipValue() const


description: For tracking ownership data


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


code: virtual ERefractionCoverageMode GetRefractionCoverageMode() const


code: virtual float GetRefractionDepthBiasValue() const


code: virtual enum ERefractionMode GetRefractionMode() const


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


description: Get the runtime virtual texture output attribute mask for the material.


description: Finds the shader matching the template type and the passed in vertex factory, asserts if not found. Note - Only implemented for FMeshMaterialShaderTypes

code: template<typename ShaderType> TShaderRef< ShaderType > GetShader ( [FVertexFactoryType](API\Runtime\RenderCore\FVertexFactoryType) * VertexFactoryType, const typename ShaderType::FPermutationDomain & PermutationVector, bool bFatalIfMissing ) const


code: template<typename ShaderType> TShaderRef< ShaderType > GetShader ( [FVertexFactoryType](API\Runtime\RenderCore\FVertexFactoryType) * VertexFactoryType, int32 PermutationId, bool bFatalIfMissing ) const


description: Finds the shader matching the template type and the passed in vertex factory, asserts if not found.

code: TShaderRef< FShader > GetShader &40; class FMeshMaterialShaderType &42; ShaderType, FVertexFactoryType &42; VertexFactoryType, int32 PermutationId, bool bFatalIfMissing &41; const


description: Material properties.

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


description: Fills the passed array with IDs of shader maps unfinished compilation jobs.

code: void GetShaderMapIDsWithUnfinishedCompilation ( [TArray](API\Runtime\Core\Containers\TArray)< int32 > & ShaderMapIds )


description: Gets the shader map usage of the material, which will be included in the DDC key. This mechanism allows derived material classes to create different DDC keys with the same base material. For example lightmass exports diffuse and emissive, each of which requires a material resource with the same base material.

code: virtual [EMaterialShaderMapUsage::Type](API\Runtime\Engine\EMaterialShaderMapUsage__Type) GetShaderMapUsage() const


description:
Shared code needed for GetUniformScalarParameterExpressions, GetUniformVectorParameterExpressions, GetUniformCubeTextureExpressions..
can be 0

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


code: [FShaderPipelineRef](API\Runtime\RenderCore\FShaderPipelineRef) GetShaderPipeline ( class [FShaderPipelineType](API\Runtime\RenderCore\FShaderPipelineType) * ShaderPipelineType, [FVertexFactoryType](API\Runtime\RenderCore\FVertexFactoryType) * VertexFactoryType, bool bFatalIfNotFound ) const


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

code: void GetShaderTypes ( EShaderPlatform Platform, const [FPlatformTypeLayoutParameters](API\Runtime\Core\Serialization\FPlatformTypeLayoutParameters) & LayoutParams, [TArray](API\Runtime\Core\Containers\TArray)< [FDebugShaderTypeInfo](API\Runtime\Engine\FDebugShaderTypeInfo) > & OutShaderInfo ) const


code: void GetShaderTypesForLayout ( EShaderPlatform Platform, const FShaderMapLayout & Layout, [FVertexFactoryType](API\Runtime\RenderCore\FVertexFactoryType) * VertexFactory, [TArray](API\Runtime\Core\Containers\TArray)< [FDebugShaderTypeInfo](API\Runtime\Engine\FDebugShaderTypeInfo) > & OutShaderInfo ) const


code: virtual EMaterialShadingRate GetShadingRate() const


code: virtual uint32 GetStencilCompare() const


code: virtual uint32 GetStencilRefValue() const


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


description: Get to the strata compilation config

code: virtual const [FStrataCompilationConfig](API\Runtime\Engine\FStrataCompilationConfig) & GetStrataCompilationConfig() const


code: virtual enum ETranslucencyLightingMode GetTranslucencyLightingMode() const


code: virtual float GetTranslucencyDirectionalLightingIntensity() const


code: virtual float GetTranslucentBackscatteringExponent() const


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


code: virtual float GetTranslucentSelfShadowSecondDensityScale() const


code: virtual float GetTranslucentSelfShadowSecondOpacity() const


code: virtual float GetTranslucentShadowDensityScale() const


code: [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FMaterialTextureParameterInfo](API\Runtime\Engine\FMaterialTextureParameterInfo) > GetUniform2DArrayTextureExpressions() const


code: [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FMaterialTextureParameterInfo](API\Runtime\Engine\FMaterialTextureParameterInfo) > GetUniformCubeTextureExpressions() const


code: [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FMaterialTextureParameterInfo](API\Runtime\Engine\FMaterialTextureParameterInfo) > GetUniform2DTextureExpressions() const


description: Accessors.

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


code: [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FMaterialTextureParameterInfo](API\Runtime\Engine\FMaterialTextureParameterInfo) > GetUniformSparseVolumeTextureExpressions() const


code: [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FMaterialNumericParameterInfo](API\Runtime\Engine\FMaterialNumericParameterInfo) > GetUniformNumericParameterExpressions() const


code: [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FMaterialTextureParameterInfo](API\Runtime\Engine\FMaterialTextureParameterInfo) > GetUniformTextureExpressions ( EMaterialTextureParameterType Type ) const


code: virtual float GetTranslucentSelfShadowDensityScale() const


code: [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FMaterialTextureParameterInfo](API\Runtime\Engine\FMaterialTextureParameterInfo) > GetUniformVirtualTextureExpressions() const


code: virtual float GetTranslucentShadowStartOffset() const


description: Similar to GetFriendlyName, but appends a hash of shader map ID portion of the DDC key (excluding source file hashes) to differentiate materials/material instances that would collide when considering the base material name alone (this name is used when creating debug output paths for disambiguation).

code: [FString](API\Runtime\Core\Containers\FString) GetUniqueAssetName ( EShaderPlatform Platform, const [FMaterialShaderMapId](API\Runtime\Engine\FMaterialShaderMapId) & ShaderMapId ) const


code: bool GetUsesDynamicParameter() const


code: [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FMaterialTextureParameterInfo](API\Runtime\Engine\FMaterialTextureParameterInfo) > GetUniformVolumeTextureExpressions() const


code: virtual bool HasAmbientOcclusionConnected() const


code: virtual bool HasAnisotropyConnected() const


code: virtual bool HasBaseColorConnected() const


code: virtual bool HasDisplacementConnected() const


code: virtual bool HasEmissiveColorConnected() const


description: Deprecated* Should instead check individual properties

code: virtual bool HasMaterialAttributesConnected() const


code: virtual bool HasMaterialPropertyConnected ( EMaterialProperty In ) const


code: virtual bool HasMetallicConnected() const


code: virtual bool HasNormalConnected() const


code: virtual bool HasPerInstanceCustomData() const


code: virtual bool HasPerInstanceRandom() const


code: virtual bool HasPixelDepthOffsetConnected() const


code: virtual bool HasRenderTracePhysicalMaterialOutputs() const


code: virtual bool HasRoughnessConnected() const


code: virtual bool HasRuntimeVirtualTextureOutput() const


code: bool HasShaders ( const [FMaterialShaderTypes](API\Runtime\Engine\FMaterialShaderTypes) & InTypes, const [FVertexFactoryType](API\Runtime\RenderCore\FVertexFactoryType) * InVertexFactoryType ) const


code: virtual bool HasSpecularConnected() const


description:
Checks if there is a valid GameThreadShaderMap, that is, the material can be rendered as intended.
returns true if there is a GameThreadShaderMap.


code: virtual bool HasVertexInterpolator() const


code: virtual bool HasVertexPositionOffsetConnected() const


description: Returns whether or not a material caching is still pending.

code: bool IsCachingShaders() const


description:
Checks if the compilation for this shader is finished
returns true if compilation is complete false otherwise

code: bool IsCompilationFinished() const


code: virtual bool IsDefaultMaterial() const


code: bool IsDitheredLODTransition() const


code: virtual bool IsDitherMasked() const


code: virtual bool IsDualBlendingEnabled ( EShaderPlatform Platform ) const


code: virtual bool IsMobileHighQualityBRDFEnabled() const


code: virtual bool IsMobileSeparateTranslucencyEnabled() const


code: bool IsOwnerBeginDestroyed() const


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

code: bool IsPersistent() const


code: virtual bool IsPostProcessMaterial() const


description: Is the material required to be complete? Default materials, special engine materials, etc

code: bool IsRequiredComplete() const


code: bool IsSpecialEngineMaterial() const


code: virtual bool IsStencilTestEnabled() const


code: virtual bool IsStrataMaterial() const


code: virtual bool IsTangentSpaceNormal() const


code: virtual bool IsTranslucencyAfterMotionBlurEnabled() const


code: virtual bool IsTranslucencyAfterDOFEnabled() const


code: virtual bool IsTranslucencyWritingCustomDepth() const


code: virtual bool IsTranslucencyWritingFrontLayerTransparency() const


code: virtual bool IsTranslucencyWritingVelocity() const


code: virtual bool IsUsedWithAPEXCloth() const


code: virtual bool IsUsedWithBeamTrails() const


code: virtual bool IsUsedWithEditorCompositing() const


code: virtual bool IsUsedWithGeometryCollections() const


code: virtual bool IsUsedWithGeometryCache() const


code: virtual bool IsUsedWithHairStrands() const


code: virtual bool IsUsedWithHeterogeneousVolumes() const


code: virtual bool IsUsedWithInstancedStaticMeshes() const


code: virtual bool IsUsedWithLandscape() const


code: virtual bool IsUsedWithMeshParticles() const


code: virtual bool IsUsedWithLidarPointCloud() const


code: virtual bool IsUsedWithMorphTargets() const


code: virtual bool IsUsedWithNanite() const


code: virtual bool IsUsedWithNiagaraMeshParticles() const


code: virtual bool IsUsedWithNiagaraRibbons() const


code: virtual bool IsUsedWithNiagaraSprites() const


code: virtual bool IsUsedWithParticleSprites() const


code: virtual bool IsUsedWithSkeletalMesh() const


code: virtual bool IsUsedWithSplineMeshes() const


code: virtual bool IsUsedWithParticleSystem() const


code: virtual bool IsUsedWithStaticLighting() const


code: virtual bool IsUsedWithVirtualHeightfieldMesh() const


code: virtual bool IsUsedWithVolumetricCloud() const


code: virtual bool IsUsedWithWater() const


code: virtual bool IsUsingAlphaToCoverage() const


code: virtual bool IsUsingHQForwardReflections() const


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

code: virtual bool IsUsingNewHLSLGenerator() const


code: virtual bool IsUsingPlanarForwardReflections() const


code: virtual bool IsUsingPreintegratedGFForSimpleIBL() const


code: bool IsVolumetricPrimitive() const


description: Serializes the material.

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


description: Get Strata material special path requirement (for more expenssive features such as Glints or SpecularLUT).


description: Get Strata material BSDF count.


description: Should the material be compiled using exec pin?

code: virtual bool IsUsingControlFlow() const


description: Get Strata material type (single, single, complex slab).


description: Get Strata material uint count per pixel.


description: Note: This function is only intended for use in deciding whether or not shader permutations are required before material translation occurs.


description: Does the material modify the mesh position.


description: Does the material use displacement.


description: Does the material use a distance cull fade.


description: Deprecated* This function is deprecated. UseMaterialUsesPixelDepthOffset_RenderThread()instead.


description: Does the material use a pixel depth offset.


description: Does the material use a SceneDepth lookup.


description: Does the material use world position offset.


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


className: PrecachedPSORequestIDsCS

description: Shared critical section on PrecachedPSORequestIDs because contention should be very limited


description: Prepares to destroy the material, must be called from game thread Returns 'true' ifPrepareDestroy_RenderThread()is required


description: Prepares to destroy the material, must be called from render thread, only ifPrepareDestroy_GameThread()returned true


description: Serializes the shader map inline in this material, including any shader dependencies.

code: void RegisterInlineShaderMap ( bool bLoadedByCookedMaterial )


description: Releases this material's shader map. Must only be called on materials not exposed to the rendering thread!

code: void ReleaseShaderMap()


code: virtual bool RequiresSynchronousCompilation() const


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


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

code: static void RestoreEditorLoadedMaterialShadersFromMemory ( const [TMap](API\Runtime\Core\Containers\TMap)< [FMaterialShaderMap](API\Runtime\Engine\FMaterialShaderMap) *, [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [TArray](API\Runtime\Core\Containers\TArray)< uint8 > > > & ShaderMapToSerializedShaderData )


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


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


code: void SetCompilingShaderMap ( [FMaterialShaderMap](API\Runtime\Engine\FMaterialShaderMap) * InMaterialShaderMap )


code: void SetGameThreadShaderMap ( [FMaterialShaderMap](API\Runtime\Engine\FMaterialShaderMap) * InMaterialShaderMap )


code: void SetInlineShaderMap ( [FMaterialShaderMap](API\Runtime\Engine\FMaterialShaderMap) * InMaterialShaderMap )


code: void SetQualityLevelProperties ( [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) InFeatureLevel, [EMaterialQualityLevel::Type](API\Runtime\Engine\EMaterialQualityLevel__Type) InQualityLevel )


description: Deprecated* Parameter bInHasQualityLevelUsage is deprecated

code: void SetQualityLevelProperties ( [EMaterialQualityLevel::Type](API\Runtime\Engine\EMaterialQualityLevel__Type) InQualityLevel, bool bInHasQualityLevelUsage, [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) InFeatureLevel )


code: void SetRenderingThreadShaderMap ( [TRefCountPtr](API\Runtime\Core\Templates\TRefCountPtr)< [FMaterialShaderMap](API\Runtime\Engine\FMaterialShaderMap) > & InMaterialShaderMap )


description: Set the strata compilation config

code: virtual void SetStrataCompilationConfig ( [FStrataCompilationConfig](API\Runtime\Engine\FStrataCompilationConfig) & StrataCompilationConfig )


code: virtual bool ShouldAlwaysEvaluateWorldPositionOffset() const


description: Sets shader maps on the specified materials without blocking.

code: static void SetShaderMapsOnMaterialResources ( const [TMap](API\Runtime\Core\Containers\TMap)< [TRefCountPtr](API\Runtime\Core\Templates\TRefCountPtr)< [FMaterial](API\Runtime\Engine\FMaterial) >, [TRefCountPtr](API\Runtime\Core\Templates\TRefCountPtr)< [FMaterialShaderMap](API\Runtime\Engine\FMaterialShaderMap) >> & MaterialsToUpdate )


description: Call during shader compilation jobs setup to fill additional settings that may be required by classes who inherit from this

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


code: virtual bool ShouldApplyFogging() const


code: virtual bool ShouldApplyCloudFogging() const


description:
Should the shader for this material with the given platform, shader type and vertex factory type combination be compiled
true if the shader should be compiled

code: virtual bool ShouldCache ( EShaderPlatform Platform, const [FShaderType](API\Runtime\RenderCore\FShaderType) * ShaderType, const [FVertexFactoryType](API\Runtime\RenderCore\FVertexFactoryType) * VertexFactoryType ) const


code: bool ShouldCachePipeline ( EShaderPlatform Platform, const [FShaderPipelineType](API\Runtime\RenderCore\FShaderPipelineType) * PipelineType, const [FVertexFactoryType](API\Runtime\RenderCore\FVertexFactoryType) * VertexFactoryType ) const


code: bool ShouldCacheShaders ( const EShaderPlatform ShaderPlatform, const [FMaterialShaderTypes](API\Runtime\Engine\FMaterialShaderTypes) & InTypes, const [FVertexFactoryType](API\Runtime\RenderCore\FVertexFactoryType) * InVertexFactoryType ) const


code: virtual bool ShouldDoContactShadows() const


code: virtual bool ShouldDisableDepthTest() const


description: Returns whether this material should be considered for casting dynamic shadows.

code: bool ShouldCastDynamicShadows() const


code: virtual bool ShouldEnableResponsiveAA() const


code: virtual bool ShouldGenerateSphericalParticleNormals() const


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

code: virtual bool ShouldInlineShaderCode() const


code: virtual bool ShouldWriteOnlyAlpha() const


code: void SubmitCompileJobs_RenderThread ( EShaderCompileJobPriority Priority ) const


code: void SubmitCompileJobs_GameThread ( EShaderCompileJobPriority Priority )


code: bool TryGetShaders ( const [FMaterialShaderTypes](API\Runtime\Engine\FMaterialShaderTypes) & InTypes, const [FVertexFactoryType](API\Runtime\RenderCore\FVertexFactoryType) * InVertexFactoryType, [FMaterialShaders](API\Runtime\Engine\FMaterialShaders) & OutShaders ) const


code: void UpdateInlineShaderMapIsComplete()


description: Recompiles any materials in the EditorLoadedMaterialResources list if they are not complete.

code: static void UpdateEditorLoadedMaterialResources ( EShaderPlatform InShaderPlatform )


code: virtual bool UseLmDirectionality() const


code: virtual bool UseNormalCurvatureToRoughness() const


description: Deprecated* This function is deprecated. UseMaterialUsesWorldPositionOffset_GameThread()instead.


description: Helper function to look at both IsMasked and IsDitheredLODTransition to determine if it writes every pixel

code: bool WritesEveryPixel ( bool bShadowPass ) const


description: Minimal initialization constructor.

code: FMaterial()


code: bool WritesEveryPixel ( bool bShadowPass, bool bVFTypeSupportsNullPixelShader ) const


description: Destructor

code: virtual ~FMaterial()


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


className: FMaterial

description: FMaterialserves 3 intertwined purposes: Represents a material to the material compilation process, and provides hooks for extensibility (CompileProperty, etc) Represents a material to the renderer, with functions to access material properties Stores a cached shader map, and other transient output from a compile, which is necessary with async shader compiling (when a material finishes async compilation, the shader map and compile errors need to be stored somewhere)

code: class FMaterial

TransientOverrides

type: FUniformParamet...


code: bool IsConnected ( EMaterialProperty Property )


code: void SetConnectedProperty ( EMaterialProperty Property, bool bIsConnected )


className: FMaterialAttributesInput

code: struct FMaterialAttributesInput : public [FExpressionInput](API\Runtime\Engine\FExpressionInput)

PropertyConnectedMask

description: Each bit corresponds to EMaterialProperty connection status.


code: [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * GetMaterial ( int32 MaterialIndex ) const


code: [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * GetSafeMaterial ( int32 MaterialIndex ) const


code: bool HasPerInstanceCustomData ( int32 MaterialIndex ) const


description: ICPPStructOps interface

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


code: bool HasPerInstanceRandomID ( int32 MaterialIndex ) const


code: bool IsValid ( bool bAllowMasked ) const


className: FMaterialAudit

code: struct FMaterialAudit

bHasAnyError

type: uint8:  1

Entries

type: TArray<FMateri...

FallbackMaterial

type: UMaterialInterf...


className: FMaterialCachedExpressionContext

code: struct FMaterialCachedExpressionContext

CurrentFunction

type: constUMaterial...

LayerOverrides

type: constFMaterial...


description: Adds a parameter. If this returns false, a parameter with identical name has already been added but it was set to a different value.

code: bool AddParameter ( const [FMaterialParameterInfo](API\Runtime\Engine\FMaterialParameterInfo) & ParameterInfo, const [FMaterialParameterMetadata](API\Runtime\Engine\FMaterialParameterMetadata) & ParameterMeta, [UObject](API\Runtime\CoreUObject\UObject\UObject) *& OutReferencedTexture )


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


code: void AnalyzeMaterial ( [UMaterial](API\Runtime\Engine\Materials\UMaterial) & Material )


className: EmptyData

code: static const [FMaterialCachedExpressionData](API\Runtime\Engine\FMaterialCachedExpressionData) EmptyData {};


description: Returns an array of the guids of parameter collections used.

code: void AppendReferencedParameterCollectionIdsTo ( [TArray](API\Runtime\Core\Containers\TArray)< [FGuid](API\Runtime\Core\Misc\FGuid) > & OutIds ) const


code: int32 FindParameterIndex ( EMaterialParameterType Type, const [FMemoryImageMaterialParameterInfo](API\Runtime\Engine\FMemoryImageMaterialParameterInf-) & HashedParameterInfo ) const


description: Returns an array of the guids of functions used, with the call hierarchy flattened.

code: void AppendReferencedFunctionIdsTo ( [TArray](API\Runtime\Core\Containers\TArray)< [FGuid](API\Runtime\Core\Misc\FGuid) > & OutIds ) const


className: FMaterialAuditEntry

code: struct FMaterialAuditEntry


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


code: void GetAllGlobalParameterInfoOfType ( EMaterialParameterType Type, [TArray](API\Runtime\Core\Containers\TArray)< [FMaterialParameterInfo](API\Runtime\Engine\FMaterialParameterInfo) > & OutParameterInfo, [TArray](API\Runtime\Core\Containers\TArray)< [FGuid](API\Runtime\Core\Misc\FGuid) > & OutParameterIds ) const


code: void GetAllParameterInfoOfType ( EMaterialParameterType Type, [TArray](API\Runtime\Core\Containers\TArray)< [FMaterialParameterInfo](API\Runtime\Engine\FMaterialParameterInfo) > & OutParameterInfo, [TArray](API\Runtime\Core\Containers\TArray)< [FGuid](API\Runtime\Core\Misc\FGuid) > & OutParameterIds ) const


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


code: const [FGuid](API\Runtime\Core\Misc\FGuid) & GetExpressionGuid ( EMaterialParameterType Type, int32 Index ) const


code: int32 GetNumParameters ( EMaterialParameterType Type ) const


code: [FMaterialCachedParameterEditorEntry](API\Runtime\Engine\FMaterialCachedParameterEditorEn-) & GetParameterEditorTypeEntry ( EMaterialParameterType Type )


code: const [FMaterialCachedParameterEditorEntry](API\Runtime\Engine\FMaterialCachedParameterEditorEn-) & GetParameterEditorTypeEntry ( EMaterialParameterType Type ) const


code: [FMaterialCachedParameterEntry](API\Runtime\Engine\FMaterialCachedParameterEntry) & GetParameterTypeEntry ( EMaterialParameterType Type )


code: const [FMaterialCachedParameterEntry](API\Runtime\Engine\FMaterialCachedParameterEntry) & GetParameterTypeEntry ( EMaterialParameterType Type ) const


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


code: bool IsPropertyConnected ( EMaterialProperty Property ) const


code: void GetParameterValueByIndex ( EMaterialParameterType Type, int32 ParameterIndex, [FMaterialParameterMetadata](API\Runtime\Engine\FMaterialParameterMetadata) & OutResult ) const


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


code: void SetPropertyConnected ( EMaterialProperty Property )


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


code: void UpdateForCachedHLSLTree ( const [FMaterialCachedHLSLTree](API\Runtime\Engine\FMaterialCachedHLSLTree) & CachedTree, const [FStaticParameterSet](API\Runtime\Engine\FStaticParameterSet) * StaticParameters )


code: void UpdateForExpressions ( const [FMaterialCachedExpressionContext](API\Runtime\Engine\FMaterialCachedExpressionContext) & Context, TConstArrayView< [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UMaterialExpression](API\Runtime\Engine\Materials\UMaterialExpression) >> Expressions, EMaterialParameterAssociation Association, int32 ParameterIndex )


code: void UpdateForFunction ( const [FMaterialCachedExpressionContext](API\Runtime\Engine\FMaterialCachedExpressionContext) & Context, [UMaterialFunctionInterface](API\Runtime\Engine\Materials\UMaterialFunctionInterface) * Function, EMaterialParameterAssociation Association, int32 ParameterIndex )


code: void UpdateForLayerFunctions ( const [FMaterialCachedExpressionContext](API\Runtime\Engine\FMaterialCachedExpressionContext) & Context, const [FMaterialLayersFunctions](API\Runtime\Engine\Materials\FMaterialLayersFunctions) & LayerFunctions )


className: FMaterialCachedExpressionData

code: struct FMaterialCachedExpressionData

bHasMaterialLayers

type: uint32:  1

DoubleVectorValues

type: TArray< FVector...

DuplicateParameterErrors

type: TArray< TPair< ...

description: Array of errors reporting a parameter being set multiple times to distinct values.

DynamicParameterNames

type: TArray<FName>

DynamicSwitchValues

type: TArray< bool >

EditorOnlyData

type: TSharedPtr<FMa...

FontPageValues

type: TArray< int32 >

FontValues

type: TArray<TSoftOb...

FunctionInfos

description: Array of all functions this material depends on.

FunctionInfosStateCRC

description: CRC of the FunctionInfos StateIds.

GrassTypes

type: TArray<TObject...

MaterialLayers

type: FMaterialLayers...

ParameterCollectionInfos

description: Array of all parameter collections this material depends on.

ReferencedTextures

description: Array of all texture referenced by this material

RuntimeEntries

type: FMaterialCached...

ScalarValues

type: TArray< float >

VectorValues

type: TArray<FLinear...


code: static const [FMaterialCachedExpressionEditorOnlyData](API\Runtime\Engine\FMaterialCachedExpressionEditorO-) EmptyData {};


className: FMaterialCachedExpressionEditorOnlyData

AssetPaths

type: TArray<FString...

StaticComponentMaskValues

type: TArray<FStatic...

TextureChannelNameValues

type: TArray<FParame...


className: EmptyTree

code: static const [FMaterialCachedHLSLTree](API\Runtime\Engine\FMaterialCachedHLSLTree) EmptyTree;


code: void EmitSharedCode ( FStringBuilderBase & OutCode ) const


code: bool GenerateTree ( [UMaterial](API\Runtime\Engine\Materials\UMaterial) * Material, const [FMaterialLayersFunctions](API\Runtime\Engine\Materials\FMaterialLayersFunctions) * LayerOverrides, [UMaterialExpression](API\Runtime\Engine\Materials\UMaterialExpression) * PreviewExpression )


code: const [TMap](API\Runtime\Core\Containers\TMap)< [FMaterialConnectionKey](API\Runtime\Engine\FMaterialConnectionKey), const [UE::HLSLTree::FExpression](API\Runtime\Engine\HLSLTree\FExpression) * > & GetConnections() const


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


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


code: const [TArray](API\Runtime\Core\Containers\TArray)< [UMaterialParameterCollection](API\Runtime\Engine\Materials\UMaterialParameterCollection) * > & GetParameterCollections() const


code: const [UE::HLSLTree::FExpression](API\Runtime\Engine\HLSLTree\FExpression) * GetResultExpression() const


code: [UE::HLSLTree::FScope](API\Runtime\Engine\HLSLTree\FScope) * GetResultScope() const


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


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


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


code: bool IsAttributeUsed ( [UE::HLSLTree::FEmitContext](API\Runtime\Engine\HLSLTree\FEmitContext) & Context, [UE::HLSLTree::FEmitScope](API\Runtime\Engine\HLSLTree\FEmitScope) & Scope, const [UE::HLSLTree::FPreparedType](API\Runtime\Engine\HLSLTree\FPreparedType) & ResultType, EMaterialProperty Property ) const


code: void SetRequestedFields ( EShaderFrequency ShaderFrequency, [UE::HLSLTree::FRequestedType](API\Runtime\Engine\HLSLTree\FRequestedType) & OutRequestedType ) const


className: FMaterialCachedHLSLTree

code: class FMaterialCachedHLSLTree


className: FMaterialCachedParameterEditorEntry

EditorInfo

type: TArray<FMateri...


code: FMaterialCachedParameterEditorInfo()


code: FMaterialCachedParameterEditorInfo ( const [FGuid](API\Runtime\Core\Misc\FGuid) & InGuid )


code: FMaterialCachedParameterEditorInfo ( const [FGuid](API\Runtime\Core\Misc\FGuid) & InGuid, const [FString](API\Runtime\Core\Containers\FString) & InDescription, const [FName](API\Runtime\Core\UObject\FName) & InGroup, int32 InSortPriority, int32 InAssetIndex )


className: FMaterialCachedParameterEditorInfo

Description

type: FString

ExpressionGuid

type: FGuid

Group

type: FName


className: FMaterialCachedParameterEntry

code: struct FMaterialCachedParameterEntry

ParameterInfoSet

type: TSet<FMaterial...

description: This is used to map FMaterialParameterInfos to indices, which are then used to index various TArrays containing values for each type of parameter (ExpressionGuids and Overrides, along with ScalarValues, VectorValues, etc)


code: static const [FMaterialCachedParameterEntry](API\Runtime\Engine\FMaterialCachedParameterEntry) EmptyData {};


className: CounterBase

code: static constexpr int CounterBase = __COUNTER__;


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


className: InterfaceType

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


className: InternalBaseType

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


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


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


className: InternalLinkType

description: InternalLinkType<COUNTER-CounterBase >

code: template<int Counter> struct InternalLinkType


code: bool IsSceneTextureUsed ( ESceneTextureId TexId ) const


description: True if the material uses any GBuffer textures

code: bool NeedsGBuffer() const


description: Indicates whether the material uses scene color.

code: bool RequiresSceneColorCopy() const


code: void SetIsDBufferTextureUsed ( int32 TextureIndex )


code: void SetIsDBufferTextureLookupUsed ( bool bValue )


code: void SetIsPathTracingBufferTextureUsed ( int32 TexId )


code: void SetIsSceneTextureUsed ( ESceneTextureId TexId )


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


description: True if the material uses the SceneDepth lookup

code: bool UsesSceneDepthLookup() const


description: True if the material uses the Velocity SceneTexture lookup

code: bool UsesVelocitySceneTexture() const


className: FMaterialCompilationOutput

description: Stores outputs from the material compile that need to be saved.

code: class FMaterialCompilationOutput

bHasRuntimeVirtualTextureOutputNode

type: uint8:  1

description: True if the material writes to a runtime virtual texture custom output node.

bModifiesMeshPosition

description: True if the material modifies the the mesh position.

bNeedsSceneTextures

description: True if the material needs the scene texture lookups.

bUsesAnisotropy

description: True if the material uses non 0 anisotropy value

bUsesDBufferTextureLookup

description: True if the material uses DBuffer texture lookups.

bUsesDisplacement

description: Whether the material uses scalar displacement.

bUsesDistanceCullFade

description: True if the material uses distance cull fade

bUsesEyeAdaptation

description: True if the material uses the EyeAdaptationLookup

bUsesGlobalDistanceField

description: True if material uses the global distance field

bUsesPerInstanceCustomData

description: True if the material uses per-instance custom data

bUsesPerInstanceRandom

description: True if the material uses per-instance random

bUsesPixelDepthOffset

description: True if the material writes a pixel depth offset

bUsesVertexInterpolator

description: True if the material uses vertex interpolator

bUsesWorldPositionOffset

description: Whether the material uses world position offset.

EstimatedLWCFuncUsages

type: uint16[(int) EL...

description: Estimate of the number of times each LWC operator occurs in the material shader code

EstimatedNumTextureSamplesVS

description: Number of times SampleTexture is called, excludes custom nodes.

EstimatedNumVirtualTextureLookups

description: Number of virtual texture lookups performed, excludes direct invocation in shaders (for example VT lightmaps)

NumUsedCustomInterpolatorScalars

description: Number of used custom vertex interpolation scalars.

NumUsedUVScalars

description: Number of used custom UV scalars.

description: Bitfield of runtime virtual texture output attributes.

StrataMaterialCompilationOutput

type: FStrataMaterial...

description: The Strata material layout

UniformExpressionSet

type: FUniformExpress...

UsedDBufferTextures

description: Bitfield of used DBuffer textures .

UsedPathTracingBufferTextures

description: Bitfield of the EPathTracingBufferTextureId used

UsedSceneTextures

description: Bitfield of the ESceneTextures used


code: int32 AccessCollectionParameter ( [UMaterialParameterCollection](API\Runtime\Engine\Materials\UMaterialParameterCollection) * ParameterCollection, int32 ParameterIndex, int32 ComponentIndex )


code: int32 ActorWorldPosition ( EPositionOrigin OriginType )


code: void AppendExpressionError ( [UMaterialExpression](API\Runtime\Engine\Materials\UMaterialExpression) * Expression, const TCHAR * Text )


code: int32 AntialiasedTextureMask ( int32 Tex, int32 UV, float Threshold, uint8 Channel )


code: int32 AppendVector ( int32 A, int32 B )


code: int32 Arctangent2 ( int32 Y, int32 X )


code: int32 Arctangent2Fast ( int32 Y, int32 X )


code: int32 AtmosphericFogColor ( int32 WorldPosition )


description: Exec.

code: int32 BeginScope()


code: int32 BeginScope_For ( const [UMaterialExpression](API\Runtime\Engine\Materials\UMaterialExpression) * Expression, int32 StartIndex, int32 EndIndex, int32 IndexStep )


code: int32 BeginScope_If ( int32 Condition )


code: int32 CallExpression ( [FMaterialExpressionKey](API\Runtime\Engine\FMaterialExpressionKey) ExpressionKey, [FMaterialCompiler](API\Runtime\Engine\FMaterialCompiler) * InCompiler )


code: int32 CallExpressionExec ( [UMaterialExpression](API\Runtime\Engine\Materials\UMaterialExpression) * Expression )


description: Cast shading model integer to float value

code: int32 CastShadingModelToFloat ( int32 Code )


code: int32 Clamp ( int32 X, int32 A, int32 B )


code: int32 ComponentMask ( int32 Vector, bool R, bool G, bool B, bool A )


code: int32 Constant3 ( float X, float Y, float Z )


code: int32 Constant2 ( float X, float Y )


code: int32 Constant4 ( float X, float Y, float Z, float W )


code: int32 CustomOutput ( class [UMaterialExpressionCustomOutput](API\Runtime\Engine\Materials\UMaterialExpressionCustomOutput) * Custom, int32 OutputIndex, int32 OutputCode )


code: int32 CustomExpression ( class [UMaterialExpressionCustom](API\Runtime\Engine\Materials\UMaterialExpressionCustom) * Custom, int32 OutputIndex, [TArray](API\Runtime\Core\Containers\TArray)< int32 > & CompiledInputs )


code: int32 DBufferTextureLookup ( int32 ViewportUV, uint32 DBufferTextureIndex )


code: int32 CustomPrimitiveData ( int32 OutputIndex, EMaterialValueType Type )


description: Material attributes.

code: int32 DefaultMaterialAttributes()


code: int32 DepthOfFieldFunction ( int32 Depth, int32 FunctionValueIndex )


code: int32 DistanceToNearestSurface ( int32 PositionArg )


code: int32 DistanceFieldApproxAO ( int32 PositionArg, int32 NormalArg, int32 BaseDistanceArg, int32 RadiusArg, uint32 NumSteps, float StepScale )


code: int32 DistanceFieldGradient ( int32 PositionArg )


code: int32 DynamicBoolParameter ( [FName](API\Runtime\Core\UObject\FName) ParameterName, bool bDefaultValue )


code: int32 DynamicBranch ( int32 Condition, int32 A, int32 B )


code: int32 DynamicParameter ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) & DefaultValue, uint32 ParameterIndex )


code: int32 Error ( const TCHAR * Text )


code: int32 Errorf ( const TCHAR * Format, ... )


code: int32 ExternalTexture ( const [FGuid](API\Runtime\Core\Misc\FGuid) & ExternalTextureGuid )


code: int32 ExternalTexture ( [UTexture](API\Runtime\Engine\Engine\UTexture) * DefaultTexture )


code: int32 ExternalTextureCoordinateOffset ( const [FGuid](API\Runtime\Core\Misc\FGuid) & ExternalTextureGuid )


code: int32 ExternalTexture ( [UTexture](API\Runtime\Engine\Engine\UTexture) * InTexture, int32 & TextureReferenceIndex )


code: int32 ExternalTextureCoordinateOffset ( int32 TextureReferenceIndex, [TOptional](API\Runtime\Core\IO\TOptional)< [FName](API\Runtime\Core\UObject\FName) > ParameterName )


code: int32 ExternalTextureCoordinateScaleRotation ( const [FGuid](API\Runtime\Core\Misc\FGuid) & ExternalTextureGuid )


code: int32 ExternalTextureCoordinateScaleRotation ( int32 TextureReferenceIndex, [TOptional](API\Runtime\Core\IO\TOptional)< [FName](API\Runtime\Core\UObject\FName) > ParameterName )


code: int32 ExternalTextureParameter ( [FName](API\Runtime\Core\UObject\FName) ParameterName, [UTexture](API\Runtime\Engine\Engine\UTexture) * DefaultValue, int32 & TextureReferenceIndex )


code: int32 ExternalTextureParameter ( [FName](API\Runtime\Core\UObject\FName) ParameterName, [UTexture](API\Runtime\Engine\Engine\UTexture) * DefaultTexture )


code: int32 EyeAdaptationInverse ( int32 LightValueArg, int32 AlphaArg )


code: int32 ForceCast ( int32 Code, EMaterialValueType DestType, uint32 ForceCastFlags )


code: int32 ForLoopIndex ( const [UMaterialExpression](API\Runtime\Engine\Materials\UMaterialExpression) * Expression )


code: int32 GameTime ( bool bPeriodic, float Period )


code: int32 GenericConstant ( const [UE::Shader::FValue](API\Runtime\Engine\Shader\FValue) & Value )


code: int32 GetCloudSampleAltitudeInLayer()


description: Get the shading models that were encountered when compiling a material's Shading Model attribute graph. This will represent the actually used Shading Models for a particular material given its static switches, feature levels and material quality for example. Will return all Shading Models in the material if this is called before that attribute has been compiled.


code: virtual EMaterialCompilerType GetCompilerType() const


code: int32 GetCurrentFunctionStackDepth()


description: Gets value stored bySetMaterialProperty()


code: int32 GetHairColorFromMelanin ( int32 Melanin, int32 Redness, int32 DyeColor )


code: int32 GetHairTangent ( bool bUseTangentSpace )


code: int32 GetLocal ( const [FName](API\Runtime\Core\UObject\FName) & LocalName )


description: Gets the current top of the MaterialAttributes property stack.


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


code: EMaterialValueType GetParameterType ( int32 Index ) const


code: FMaterialUniformExpression * GetParameterUniformExpression ( int32 Index ) const


code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetReferencedTexture ( int32 Index )


code: int32 GetSceneTextureViewSize ( int32 SceneTextureId, bool InvProperty )


code: bool GetStaticBoolValue ( int32 BoolIndex, bool & bSucceeded )


code: EShaderPlatform GetShaderPlatform()


code: [FString](API\Runtime\Core\Containers\FString) GetStrataSharedLocalBasisIndexMacroInner ( const [FStrataRegisteredSharedLocalBasis](API\Runtime\Engine\Rendering\FStrataRegisteredSharedLocalBasi-) & SharedLocalBasis, uint32 Mode )


code: [FString](API\Runtime\Core\Containers\FString) GetStrataSharedLocalBasisIndexMacro ( const [FStrataRegisteredSharedLocalBasis](API\Runtime\Engine\Rendering\FStrataRegisteredSharedLocalBasi-) & SharedLocalBasis )


description: This can be used to know if the strata tree we are trying to build is too deep and we should stop the compilation. This can be used by all nodes taking as input StrataData in order to detect node re-entry leading to cyclic graph we cannot handle and compile internally: we must fail the compilation.


code: const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * GetTargetPlatform() const


code: bool GetTextureForExpression ( int32 Index, int32 & OutTextureIndex, EMaterialSamplerType & OutSamplerType, [TOptional](API\Runtime\Core\IO\TOptional)< [FName](API\Runtime\Core\UObject\FName) > & OutParameterName ) const


code: EMaterialValueType GetType ( int32 Code )


code: int32 GIReplace ( int32 Direct, int32 StaticIndirect, int32 DynamicIndirect )


code: int32 If ( int32 A, int32 B, int32 AGreaterThanB, int32 AEqualsB, int32 ALessThanB, int32 Threshold )


code: int32 InvLerp ( int32 X, int32 Y, int32 A )


description: The compiler can run in a different state and this affects caching of sub expression, Expressions are different (e.g. View.PrevWorldViewOrigin) when using previous frame's values If possible we should re-factor this to avoid having to deal with compiler state

code: virtual bool IsCurrentlyCompilingForPreviousFrame() const


code: virtual bool IsDevelopmentFeatureEnabled ( const [FName](API\Runtime\Core\UObject\FName) & FeatureName ) const


code: bool IsMaterialPropertyUsed ( EMaterialProperty Property, int32 CodeChunkIdx ) const


code: bool IsMaterialProxyCompiler() const


code: bool IsVertexInterpolatorBypass() const


code: int32 Lerp ( int32 X, int32 Y, int32 A )


code: int32 LightmassReplace ( int32 Realtime, int32 Lightmass )


code: int32 MapARPassthroughCameraUV ( int32 UV )


code: int32 MaterialBakingWorldPosition()


code: int32 NaniteReplace ( int32 Default, int32 Nanite )


code: int32 Noise ( int32 Position, float Scale, int32 Quality, uint8 NoiseFunction, bool bTurbulence, int32 Levels, float OutputMin, float OutputMax, float LevelScale, int32 FilterWidth, bool bTiling, uint32 RepeatSize )


code: int32 NumericParameter ( EMaterialParameterType ParameterType, [FName](API\Runtime\Core\UObject\FName) ParameterName, const [UE::Shader::FValue](API\Runtime\Engine\Shader\FValue) & DefaultValue )


code: int32 ObjectLocalBounds ( int32 OutputIndex )


code: int32 ObjectWorldPosition ( EPositionOrigin OriginType )


code: int32 ParticlePosition ( EPositionOrigin OriginType )


code: int32 ParticleSubUV ( int32 TextureIndex, EMaterialSamplerType SamplerType, int32 MipValue0Index, int32 MipValue1Index, ETextureMipValueMode MipValueMode, bool bBlend )


code: int32 ParticleSubUVProperty ( int32 PropertyIndex )


code: int32 PathTracingBufferTextureLookup ( int32 ViewportUV, uint32 PathTracingBufferTextureIndex )


code: int32 PathTracingQualitySwitchReplace ( int32 Normal, int32 PathTraced )


code: int32 PathTracingRayTypeSwitch ( int32 Main, int32 Shadow, int32 IndirectDiffuse, int32 IndirectSpecular, int32 IndirectVolume )


code: int32 PerInstanceCustomData ( int32 DataIndex, int32 DefaultValueIndex )


code: virtual int32 PeriodicHint ( int32 PeriodicCode )


code: int32 PerInstanceCustomData3Vector ( int32 DataIndex, int32 DefaultValueIndex )


description: Pops a function from the compiler's function stack, which indicates that compilation is leaving a function.


description: Pops a MaterialAttributes property off the stack. Called as we finish compiling a property through a MaterialAttributes pin.


description: Pops a parameter owner off the stack. Called as we finish compiling each layer function of MaterialAttributeLayers.


code: int32 Power ( int32 Base, int32 Exponent )


code: int32 PreSkinnedLocalBounds ( int32 OutputIndex )


description: Pushes a function onto the compiler's function stack, which indicates that compilation is entering a function.

code: void PushFunction ( [FMaterialFunctionCompileState](API\Runtime\Engine\FMaterialFunctionCompileState) * FunctionState )


description: Pushes a material attributes property onto the stack. Called as we begin compiling a property through a MaterialAttributes pin.

code: void PushMaterialAttribute ( const [FGuid](API\Runtime\Core\Misc\FGuid) & InAttributeID )


description: Pushes a parameter owner onto the stack. Called as we begin compiling each layer function of MaterialAttributeLayers.

code: void PushParameterOwner ( const [FMaterialParameterInfo](API\Runtime\Engine\FMaterialParameterInfo) & InOwnerInfo )


code: int32 RayTracingQualitySwitchReplace ( int32 Normal, int32 RayTraced )


code: int32 RealTime ( bool bPeriodic, float Period )


code: int32 ReflectionAboutCustomWorldNormal ( int32 CustomWorldNormal, int32 bNormalizeCustomWorldNormal )


code: int32 ReflectionCapturePassSwitch ( int32 Default, int32 Reflection )


code: int32 ReturnMaterialAttributes ( int32 MaterialAttributes )


code: int32 RotateAboutAxis ( int32 NormalizedRotationAxisAndAngleIndex, int32 PositionOnAxisIndex, int32 PositionIndex )


code: int32 RotateScaleOffsetTexCoords ( int32 TexCoordCodeIndex, int32 RotationScale, int32 Offset )


code: int32 SamplePhysicsField ( int32 PositionArg, const int32 OutputType, const int32 TargetIndex )


code: int32 ScalarParameter ( [FName](API\Runtime\Core\UObject\FName) ParameterName, float DefaultValue )


code: int32 SceneColor ( int32 Offset, int32 ViewportUV, bool bUseOffset )


code: int32 SceneDepth ( int32 Offset, int32 ViewportUV, bool bUseOffset )


code: int32 SceneTextureLookup ( int32 ViewportUV, uint32 SceneTextureId, bool bFiltered )


description: Water.

code: int32 SceneDepthWithoutWater ( int32 Offset, int32 ViewportUV, bool bUseOffset, float FallbackDepth )


description: Sets the bottom MaterialAttributes property of the stack.

code: void SetBaseMaterialAttribute ( const [FGuid](API\Runtime\Core\Misc\FGuid) & InAttributeID )


code: int32 SetLocal ( const [FName](API\Runtime\Core\UObject\FName) & LocalName, int32 Value )


description: Sets internal state CurrentShaderFrequency

code: void SetMaterialProperty ( EMaterialProperty InProperty, EShaderFrequency OverrideShaderFrequency, bool bUsePreviousFrameTime )


code: int32 SetMaterialAttribute ( int32 MaterialAttributes, int32 Value, const [FGuid](API\Runtime\Core\Misc\FGuid) & AttributeID )


code: void SetStrataMaterialExportType ( EStrataMaterialExport InStrataMaterialExport, EStrataMaterialExportContext InStrataMaterialExportContext, uint8 InStrataMaterialExportLegacyBlendMode )


code: int32 ShadowReplace ( int32 Default, int32 Shadow )


code: int32 ShadingModel ( EMaterialShadingModel InSelectedShadingModel )


code: int32 SkyAtmosphereAerialPerspective ( int32 WorldPosition )


code: int32 SkyAtmosphereLightDirection ( int32 LightIndex )


code: int32 SkyAtmosphereLightIlluminance ( int32 WorldPosition, int32 LightIndex )


code: int32 SkyAtmosphereLightDiskLuminance ( int32 LightIndex, int32 OverrideAtmosphereLightDiscCosHalfApexAngle )


code: int32 SkyAtmosphereViewLuminance()


code: int32 SmoothStep ( int32 X, int32 Y, int32 A )


code: int32 SkyLightEnvMapSample ( int32 DirectionCodeChunk, int32 RoughnessCodeChunk )


code: int32 Sobol ( int32 Cell, int32 Index, int32 Seed )


code: int32 SparseVolumeTexture ( [USparseVolumeTexture](API\Runtime\Engine\SparseVolumeTexture\USparseVolumeTexture) * Texture, EMaterialSamplerType SamplerType )


description:
Could be called sub texture and used to support multiple texture samples from a single node? Making it clear for now and setting explicitly aUSparseVolumeTextureas object. Register a sparse volume texture to be sampled.
The code chunk index of the texture.

code: int32 SparseVolumeTexture ( [USparseVolumeTexture](API\Runtime\Engine\SparseVolumeTexture\USparseVolumeTexture) * Texture, int32 & TextureReferenceIndex, EMaterialSamplerType SamplerType )


description:
Register a parameterized sparse volume texture to be sampled.
The code chunk index of the texture parameter.

code: int32 SparseVolumeTextureParameter ( [FName](API\Runtime\Core\UObject\FName) ParameterName, [USparseVolumeTexture](API\Runtime\Engine\SparseVolumeTexture\USparseVolumeTexture) * InDefaultTexture, int32 & TextureReferenceIndex, EMaterialSamplerType SamplerType )


description:
Sample a sparse volume texture physical tile data texture.
The code chunk index of the result of the texture sample.

code: int32 SparseVolumeTextureSamplePhysicalTileData ( int32 SparseVolumeTextureIndex, int32 VoxelCoordIndex, int32 PhysicalTileDataIdxIndex )


description:
Sample a sparse volume texture page table.
The code chunk index of the result of the texture sample.

code: int32 SparseVolumeTextureSamplePageTable ( int32 SparseVolumeTextureIndex, int32 UVWIndex, int32 MipLevelIndex, ESamplerSourceMode SamplerSource )


description:
Register a uniform parameter required to be able to sample a sparse volume texture.
The code chunk index of the uniform.

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


code: int32 SpeedTree ( int32 GeometryArg, int32 WindArg, int32 LODArg, float BillboardThreshold, bool bAccurateWindVelocities, bool bExtraBend, int32 ExtraBendArg )


description:
Register a uniform parameter required to be able to sample a parameterizes sparse volume texture.
The code chunk index of the uniform.

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


code: int32 SphericalParticleOpacity ( int32 Density )


code: int32 StaticBoolParameter ( [FName](API\Runtime\Core\UObject\FName) ParameterName, bool bDefaultValue )


code: int32 StaticComponentMask ( int32 Vector, [FName](API\Runtime\Core\UObject\FName) ParameterName, bool bDefaultR, bool bDefaultG, bool bDefaultB, bool bDefaultA )


code: int32 StaticTerrainLayerWeight ( [FName](API\Runtime\Core\UObject\FName) ParameterName, int32 Default )


code: int32 StrataAdd ( int32 A, int32 B, int OperatorIndex, uint32 MaxDistanceFromLeaves )


code: int32 StrataAddParameterBlendingBSDFCoverageToNormalMixCodeChunk ( int32 ACodeChunk, int32 BCodeChunk )


code: int32 StrataAddParameterBlending ( int32 A, int32 B, int32 AMixWeight, const [FString](API\Runtime\Core\Containers\FString) & SharedLocalBasisIndexMacro, [FStrataOperator](API\Runtime\Engine\Rendering\FStrataOperator) * PromoteToOperator )


code: [FStrataRegisteredSharedLocalBasis](API\Runtime\Engine\Rendering\FStrataRegisteredSharedLocalBasi-) StrataCompilationInfoRegisterSharedLocalBasis ( int32 NormalCodeChunk )


code: [FStrataRegisteredSharedLocalBasis](API\Runtime\Engine\Rendering\FStrataRegisteredSharedLocalBasi-) StrataCompilationInfoRegisterSharedLocalBasis ( int32 NormalCodeChunk, int32 TangentCodeChunk )


description: Return the operator information for a given expression.

code: [FStrataOperator](API\Runtime\Engine\Rendering\FStrataOperator) & StrataCompilationGetOperator ( [FGuid](API\Runtime\Core\Misc\FGuid) StrataExpressionGuid )


description: Return the operator information for a given index.

code: [FStrataOperator](API\Runtime\Engine\Rendering\FStrataOperator) * StrataCompilationGetOperatorFromIndex ( int32 OperatorIndex )


description: Register an operator of the tree representation the Strata material and its topology.

code: [FStrataOperator](API\Runtime\Engine\Rendering\FStrataOperator) & StrataCompilationRegisterOperator ( int32 OperatorType, [FGuid](API\Runtime\Core\Misc\FGuid) StrataExpressionGuid, [UMaterialExpression](API\Runtime\Engine\Materials\UMaterialExpression) * Child, [UMaterialExpression](API\Runtime\Engine\Materials\UMaterialExpression) * Parent, [FGuid](API\Runtime\Core\Misc\FGuid) StrataParentExpressionGuid, bool bUseParameterBlending )


code: int32 StrataCompilePreview ( int32 StrataDataCodeChunk )


code: int32 StrataConversionFromLegacy ( bool bHasDynamicShadingModels, int32 BaseColor, int32 Specular, int32 Metallic, int32 Roughness, int32 Anisotropy, int32 SubSurfaceColor, int32 SubSurfaceProfileId, int32 ClearCoat, int32 ClearCoatRoughness, int32 EmissiveColor, int32 Opacity, int32 TransmittanceColor, int32 WaterScatteringCoefficients, int32 WaterAbsorptionCoefficients, int32 WaterPhaseG, int32 ColorScaleBehindWater, int32 ShadingModel, int32 Normal, int32 Tangent, const [FString](API\Runtime\Core\Containers\FString) & SharedLocalBasisIndexMacro, int32 ClearCoat_Normal, int32 ClearCoat_Tangent, const [FString](API\Runtime\Core\Containers\FString) & ClearCoat_SharedLocalBasisIndexMacro, int32 CustomTangent_Tangent, [FStrataOperator](API\Runtime\Engine\Rendering\FStrataOperator) * PromoteToOperator )


description: Strata.


code: int32 StrataEyeBSDF ( int32 DiffuseAlbedo, int32 Roughness, int32 IrisMask, int32 IrisDistance, int32 IrisNormal, int32 IrisPlaneNormal, int32 SSSProfileId, int32 EmissiveColor, int32 CorneaNormal, const [FString](API\Runtime\Core\Containers\FString) & SharedLocalBasisIndexMacro, [FStrataOperator](API\Runtime\Engine\Rendering\FStrataOperator) * PromoteToOperator )


code: int32 StrataHairBSDF ( int32 BaseColor, int32 Scatter, int32 Specular, int32 Roughness, int32 Backlit, int32 EmissiveColor, int32 Tangent, const [FString](API\Runtime\Core\Containers\FString) & SharedLocalBasisIndexMacro, [FStrataOperator](API\Runtime\Engine\Rendering\FStrataOperator) * PromoteToOperator )


code: int32 StrataHorizontalMixingParameterBlendingBSDFCoverageToNormalMixCodeChunk ( int32 BackgroundCodeChunk, int32 ForegroundCodeChunk, int32 HorizontalMixCodeChunk )


code: int32 StrataHazinessToSecondaryRoughness ( int32 BaseRoughness, int32 Haziness, int32 OutputIndex )


code: int32 StrataHorizontalMixing ( int32 Background, int32 Foreground, int32 Mix, int OperatorIndex, uint32 MaxDistanceFromLeaves )


code: int32 StrataHorizontalMixingParameterBlending ( int32 Background, int32 Foreground, int32 HorizontalMixCodeChunk, int32 NormalMixCodeChunk, const [FString](API\Runtime\Core\Containers\FString) & SharedLocalBasisIndexMacro, [FStrataOperator](API\Runtime\Engine\Rendering\FStrataOperator) * PromoteToOperator )


code: int32 StrataSingleLayerWaterBSDF ( int32 BaseColor, int32 Metallic, int32 Specular, int32 Roughness, int32 EmissiveColor, int32 TopMaterialOpacity, int32 WaterAlbedo, int32 WaterExtinction, int32 WaterPhaseG, int32 ColorScaleBehindWater, int32 Normal, const [FString](API\Runtime\Core\Containers\FString) & SharedLocalBasisIndexMacro, [FStrataOperator](API\Runtime\Engine\Rendering\FStrataOperator) * PromoteToOperator )


description: This is dedicated to skip evaluating any opacity input when a material instance toggles the translucent blend mode to opaque.

code: bool StrataSkipsOpacityEvaluation()


code: int32 StrataMetalnessToDiffuseAlbedoF0 ( int32 BaseColor, int32 Specular, int32 Metallic, int32 OutputIndex )


code: int32 StrataSlabBSDF ( int32 DiffuseAlbedo, int32 F0, int32 F90, int32 Roughness, int32 Anisotropy, int32 SSSProfileId, int32 SSSMFP, int32 SSSMFPScale, int32 SSSPhaseAniso, int32 UseSSSDiffusion, int32 EmissiveColor, int32 SecondRoughness, int32 SecondRoughnessWeight, int32 SecondRoughnessAsSimpleClearCoat, int32 FuzzAmount, int32 FuzzColor, int32 FuzzRoughness, int32 Thickness, int32 GlintValue, int32 GlintUV, int32 SpecularProfileId, bool bIsAtTheBottomOfTopology, int32 Normal, int32 Tangent, const [FString](API\Runtime\Core\Containers\FString) & SharedLocalBasisIndexMacro, [FStrataOperator](API\Runtime\Engine\Rendering\FStrataOperator) * PromoteToOperator )


code: int32 StrataThicknessStackGetThicknessCode ( int32 Index )


code: int32 StrataThicknessStackPush ( [UMaterialExpression](API\Runtime\Engine\Materials\UMaterialExpression) * Expression, [FExpressionInput](API\Runtime\Engine\FExpressionInput) * Input )


code: int32 StrataThinFilm ( int32 NormalCodeChunk, int32 SpecularColorCodeChunk, int32 EdgeSpecularColorCodeChunk, int32 ThicknessCodeChunk, int32 IORCodeChunk, int32 OutputIndex )


code: int32 StrataTransmittanceToMFP ( int32 TransmittanceColor, int32 DesiredThickness, int32 OutputIndex )


description: Returns the unique id of the strata tree path for the parent node of the current node position.


description: Returns the unique id of the strata tree path, identifying the current node we have reached. That is used as a unique identifier for each BSDF, recover their strata tree operator and apply some simplifications if required.


description: Pushes a node of the Strata tree being walked. A node is caracterised by an expression and its input path taken.

code: [FGuid](API\Runtime\Core\Misc\FGuid) StrataTreeStackPush ( [UMaterialExpression](API\Runtime\Engine\Materials\UMaterialExpression) * Expression, uint32 InputIndex )


description: Pops a node node of the Strata tree being walked. Used when walking up the tree back to its root level.

code: void StrataTreeStackPop()


code: int32 StrataUnlitBSDF ( int32 EmissiveColor, int32 TransmittanceColor, int32 Normal )


code: int32 StrataVerticalLayering ( int32 Top, int32 Base, int32 Thickness, int OperatorIndex, uint32 MaxDistanceFromLeaves )


code: int32 StrataVerticalLayeringParameterBlending ( int32 Top, int32 Base, int32 Thickness, const [FString](API\Runtime\Core\Containers\FString) & SharedLocalBasisIndexMacro, int32 TopBSDFNormalCodeChunk, [FStrataOperator](API\Runtime\Engine\Rendering\FStrataOperator) * PromoteToOperator )


code: int32 StrataVolumetricFogCloudBSDF ( int32 Albedo, int32 Extinction, int32 EmissiveColor, int32 AmbientOcclusion )


code: int32 StrataWeight ( int32 A, int32 Weight, int OperatorIndex, uint32 MaxDistanceFromLeaves )


code: int32 StrataWeightParameterBlending ( int32 A, int32 Weight, [FStrataOperator](API\Runtime\Engine\Rendering\FStrataOperator) * PromoteToOperator )


code: int32 Switch ( int32 SwitchValueInput, int32 DefaultInput, [TArray](API\Runtime\Core\Containers\TArray)< int32 > & CompiledInputs )


code: int32 StrataVerticalLayeringParameterBlendingBSDFCoverageToNormalMixCodeChunk ( int32 TopCodeChunk )


code: int32 Texture ( [UTexture](API\Runtime\Engine\Engine\UTexture) * InTexture, EMaterialSamplerType SamplerType, ESamplerSourceMode SamplerSource )


code: int32 TemporalSobol ( int32 Index, int32 Seed )


code: int32 Texture ( [UTexture](API\Runtime\Engine\Engine\UTexture) * Texture, int32 & TextureReferenceIndex, EMaterialSamplerType SamplerType, ESamplerSourceMode SamplerSource, ETextureMipValueMode MipValueMode )


code: int32 TextureCoordinate ( uint32 CoordinateIndex, bool UnMirrorU, bool UnMirrorV )


code: int32 TextureDecalDerivative ( bool bDDY )


code: int32 TextureDecalMipmapLevel ( int32 TextureSizeInput )


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