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

code: virtual void PostInitProperties()


module: Engine

code: virtual FGraphEventArray PrecachePSOs ( const FPSOPrecacheVertexFactoryDataList & VertexFactoryDataList, const [FPSOPrecacheParams](API\Runtime\Engine\FPSOPrecacheParams) & PreCacheParams, EPSOPrecachePriority Priority, [TArray](API\Runtime\Core\Containers\TArray)< FMaterialPSOPrecacheRequestID > & OutMaterialPSORequestIDs )


description: Deprecated* Use version that takesFObjectPreSaveContextinstead.

code: virtual PRAGMA_DISABLE_DEPRECATION_WARNINGSvoid PreSave ( const class [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform )


description: Objects created from within PreSave will NOT have PreSave called on them!!!

code: virtual void PreSave ( [FObjectPreSaveContext](API\Runtime\CoreUObject\UObject\FObjectPreSaveContext) SaveContext )


description: To share code betweenPostLoad()andPostEditChangeProperty()

code: void PropagateDataToMaterialProxy()


description: Re-caches uniform expressions for this material interface Set bRecreateUniformBuffer to true if uniform buffer layout will change (e.g.FMaterialis being recompiled). In that case calling needs to useFMaterialUpdateContextto recreate the rendering state of primitives using this material.

code: virtual void RecacheUniformExpressions ( bool bRecreateUniformBuffer ) const


description: Internal interface for setting / updating values for material instances.

code: void ReserveParameterValuesInternal ( EMaterialParameterType Type, int32 Capacity )


code: void SaveShaderStableKeys ( const class [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TP )


code: void RemoveLayerParameterIndex ( int32 Index )


code: virtual void SaveShaderStableKeysInner ( const class [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TP, const struct [FStableShaderKeyAndValue](API\Runtime\RenderCore\FStableShaderKeyAndValue) & SaveKeyVal )


code: void SetDoubleVectorParameterValueInternal ( const [FMaterialParameterInfo](API\Runtime\Engine\FMaterialParameterInfo) & ParameterInfo, FVector4d Value )


code: void SetFontParameterValueInternal ( const [FMaterialParameterInfo](API\Runtime\Engine\FMaterialParameterInfo) & ParameterInfo, class [UFont](API\Runtime\Engine\Engine\UFont) * FontValue, int32 FontPage )


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

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


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


code: bool SetMaterialLayers ( const [FMaterialLayersFunctions](API\Runtime\Engine\Materials\FMaterialLayersFunctions) & LayersValue )


code: bool SetParentInternal ( class [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * NewParent, bool RecacheShaders )


code: void SetReentrantFlag ( const bool bValue, bool bIsInGameThread )


code: void SetRuntimeVirtualTextureParameterValueInternal ( const [FMaterialParameterInfo](API\Runtime\Engine\FMaterialParameterInfo) & ParameterInfo, class [URuntimeVirtualTexture](API\Runtime\Engine\VT\URuntimeVirtualTexture) * Value )


code: void SetScalarParameterAtlasInternal ( const [FMaterialParameterInfo](API\Runtime\Engine\FMaterialParameterInfo) & ParameterInfo, [FScalarParameterAtlasInstanceData](API\Runtime\Engine\Materials\FScalarParameterAtlasInstanceDat-) AtlasData )


code: bool SetScalarParameterByIndexInternal ( int32 ParameterIndex, float Value )


code: void SetScalarParameterValueInternal ( const [FMaterialParameterInfo](API\Runtime\Engine\FMaterialParameterInfo) & ParameterInfo, float Value, bool bUseAtlas, [FScalarParameterAtlasInstanceData](API\Runtime\Engine\Materials\FScalarParameterAtlasInstanceDat-) AtlasData )


code: void SetStaticSwitchParameterValueEditorOnly ( const [FMaterialParameterInfo](API\Runtime\Engine\FMaterialParameterInfo) & ParameterInfo, bool Value )


code: bool SetVectorParameterByIndexInternal ( int32 ParameterIndex, [FLinearColor](API\Runtime\Core\Math\FLinearColor) Value )


code: void SetTextureParameterValueInternal ( const [FMaterialParameterInfo](API\Runtime\Engine\FMaterialParameterInfo) & ParameterInfo, class [UTexture](API\Runtime\Engine\Engine\UTexture) * Value )


code: void SetVectorParameterValueInternal ( const [FMaterialParameterInfo](API\Runtime\Engine\FMaterialParameterInfo) & ParameterInfo, [FLinearColor](API\Runtime\Core\Math\FLinearColor) Value )


code: virtual bool ShouldAlwaysEvaluateWorldPositionOffset() const


description: Tracking of in-flight uniform expression cache update operations for the material instance, for thread safety destroying the resource.


code: void SwapLayerParameterIndices ( int32 OriginalIndex, int32 NewIndex )


code: void SetSparseVolumeTextureParameterValueInternal ( const [FMaterialParameterInfo](API\Runtime\Engine\FMaterialParameterInfo) & ParameterInfo, class [USparseVolumeTexture](API\Runtime\Engine\SparseVolumeTexture\USparseVolumeTexture) * Value )


description:
Check if the textures have changed since the last time the material was serialized for Lightmass... Update the lists while in here. NOTE: This will mark the package dirty if they have changed.
bool true if the textures have changed. false if they have not.


code: void UpdateOverridableBaseProperties()


description: Refresh parameter names using the stored reference to the expression object for the parameter.

code: void UpdateParameterNames()


description: Updates parameter names on the material instance, returns true if parameters have changed.

code: bool UpdateParameters()


description: Deprecated* Calling UpdatePermutationAllocations is no longer necessary

code: void UpdatePermutationAllocations ( FMaterialResourceDeferredDeletionArray * ResourcesToFree )


description: Ensure's static permutations for current parameters and overrides are upto date.

code: void UpdateStaticPermutation ( [FMaterialUpdateContext](API\Runtime\Engine\FMaterialUpdateContext) * MaterialUpdateContext )


description: Sets new static parameter overrides on the instance and recompiles the static permutation resources if needed. Can be passed either a minimal parameter set (overridden parameters only) or the entire set generated byGetStaticParameterValues().

code: void UpdateStaticPermutation ( const [FStaticParameterSet](API\Runtime\Engine\FStaticParameterSet) & NewParameters, [FMaterialUpdateContext](API\Runtime\Engine\FMaterialUpdateContext) * MaterialUpdateContext )


description: Sets new static parameter overrides on the instance and recompiles the static permutation resources if needed (can be forced with bForceRecompile). Can be passed either a minimal parameter set (overridden parameters only) or the entire set generated byGetStaticParameterValues(). Can also trigger recompile based on new set ofFMaterialInstanceBasePropertyOverrides

code: void UpdateStaticPermutation ( const [FStaticParameterSet](API\Runtime\Engine\FStaticParameterSet) & NewParameters, [FMaterialInstanceBasePropertyOverrides](API\Runtime\Engine\Materials\FMaterialInstanceBasePropertyOve-) & NewBasePropertyOverrides, const bool bForceStaticPermutationUpdate, [FMaterialUpdateContext](API\Runtime\Engine\FMaterialUpdateContext) * MaterialUpdateContext )


code: void ValidateTextureOverrides ( [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) InFeatureLevel ) const


description: Ensures that current parent is a valid for this material instance and if not, it resets the parent to null.

code: void ValidateStaticPermutationAllowed()


code: virtual bool WritesToRuntimeVirtualTexture() const


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


className: UMaterialInstance

code: class UMaterialInstance : public [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface)

BasePropertyOverrides

type: FMaterialInstan...

bCastDynamicShadowAsMasked

type: uint8:  1

bDisallowStaticParameterPermutations

type: bool

description: Whether static parameter permutations should be disabled (e.g. due to having a restricted parent material)

bHasStaticPermutationResource

type: uint8: 1

description: Indicates whether the instance has static permutation resources (which are required when static parameters are present) Read directly from the rendering thread, can only be modified with the use of aFMaterialUpdateContext.

BlendMode

type: TEnumAsByte< EB...

bOverrideSubsurfaceProfile

description: Defines if SubsurfaceProfile from this instance is used or it uses the parent one.

CachedData

type: TUniquePtr<FMa...

DisplacementScaling

type: FDisplacementSc...

DoubleVectorParameterValues

type: TArray< struct ...

description: DoubleVector parameters.

FontParameterValues

description: Font parameters.

MaxWorldPositionOffsetDisplacement

type: float

NaniteOverrideMaterial

type: FMaterialOverri...

description: An override material which will be used instead of this one when rendering with Nanite.

OpacityMaskClipValue

description: Cached copies of the base property overrides or the value from the parent to avoid traversing the parent chain for each access.

Parent

type: TObjectPtr< cla...

description: Parent material.

PhysicalMaterialMap

description: Physical material map used with physical material mask, when it exists.

PhysMaterial

description: Physical material to use for this graphics material. Used for sounds, effects etc.

ReentrantFlag

description: Flag to detect cycles in the material instance graph, this is only used at content creation time where the hierarchy can be changed.

Resource

description: FMaterialRenderProxyderivative that represent this material instance to the renderer, when the renderer needs to fetch parameter values.

RuntimeVirtualTextureParameterValues

description: RuntimeVirtualTexture parameters.

ScalarParameterValues

description: Scalar parameters.

ShadingModels

type: FMaterialShadin...

SparseVolumeTextureParameterValues

description: Sparse Volume Texture parameters.

TextureParameterValues

description: Texture parameters.

VectorParameterValues

description: Vector parameters.


code: virtual uint32 ComputeAllStateCRC() const


description: Clear all parameter overrides on this material instance. This function may be called only in the Editor!

code: void ClearParameterValuesEditorOnly()


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

code: void CopyMaterialUniformParametersEditorOnly ( [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * Source, bool bIncludeStaticParams )


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

code: virtual void FinishDestroy()


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

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


description: Get the scalar (float) parameter value from an MIC

code: float K2_GetScalarParameterValue ( [FName](API\Runtime\Core\UObject\FName) ParameterName )


description: Get the MIC texture parameter value

code: [UTexture](API\Runtime\Engine\Engine\UTexture) * K2_GetTextureParameterValue ( [FName](API\Runtime\Core\UObject\FName) ParameterName )


description: Get the MIC vector parameter value

code: [FLinearColor](API\Runtime\Core\Math\FLinearColor) K2_GetVectorParameterValue ( [FName](API\Runtime\Core\UObject\FName) ParameterName )


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

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


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

code: virtual void PostLoad()


code: void SetFontParameterValueEditorOnly ( const [FMaterialParameterInfo](API\Runtime\Engine\FMaterialParameterInfo) & ParameterInfo, class [UFont](API\Runtime\Engine\Engine\UFont) * FontValue, int32 FontPage )


description: Set an override material which will be used when rendering with nanite.

code: void SetNaniteOverrideMaterial ( bool bInEnableOverride, [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * InOverrideMaterial )


code: void SetRuntimeVirtualTextureParameterValueEditorOnly ( const [FMaterialParameterInfo](API\Runtime\Engine\FMaterialParameterInfo) & ParameterInfo, class [URuntimeVirtualTexture](API\Runtime\Engine\VT\URuntimeVirtualTexture) * Value )


description: Set the parent of this material instance. This function may only be called in the Editor! WARNING: You MUST call PostEditChange afterwards to propagate changes to other materials in the chain!

code: void SetParentEditorOnly ( class [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * NewParent, bool RecacheShader )


code: void SetScalarParameterValueEditorOnly ( const [FMaterialParameterInfo](API\Runtime\Engine\FMaterialParameterInfo) & ParameterInfo, float Value )


code: void SetScalarParameterAtlasEditorOnly ( const [FMaterialParameterInfo](API\Runtime\Engine\FMaterialParameterInfo) & ParameterInfo, [FScalarParameterAtlasInstanceData](API\Runtime\Engine\Materials\FScalarParameterAtlasInstanceDat-) AtlasData )


code: void SetSparseVolumeTextureParameterValueEditorOnly ( const [FMaterialParameterInfo](API\Runtime\Engine\FMaterialParameterInfo) & ParameterInfo, class [USparseVolumeTexture](API\Runtime\Engine\SparseVolumeTexture\USparseVolumeTexture) * Value )


code: void SetTextureParameterValueEditorOnly ( const [FMaterialParameterInfo](API\Runtime\Engine\FMaterialParameterInfo) & ParameterInfo, class [UTexture](API\Runtime\Engine\Engine\UTexture) * Value )


description: Set the value parameters. These functions may be called only in the Editor! WARNING: You MUST call PostEditChange afterwards to propagate changes to other materials in the chain!

code: void SetVectorParameterValueEditorOnly ( const [FMaterialParameterInfo](API\Runtime\Engine\FMaterialParameterInfo) & ParameterInfo, [FLinearColor](API\Runtime\Core\Math\FLinearColor) Value )


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


className: UMaterialInstanceConstant

description: Material Instances may be used to change the appearance of a material without incurring an expensive recompilation of the material. General modification of the material cannot be supported without recompilation, so the instances are limited to changing the values of predefined material parameters. The parameters are statically defined in the compiled material by a unique name, type and default value.

code: class UMaterialInstanceConstant : public [UMaterialInstance](API\Runtime\Engine\Materials\UMaterialInstance)

ParameterStateId

type: FGuid

description: Unique ID for this material instance's parameter set Updated on changes in the editor to allow those changes to be detected

PhysMaterialMask

description: Physical material mask to use for this graphics material. Used for sounds, effects etc.


description: Remove all parameter values

code: void ClearParameterValues()


description: Copies over parameters given a material instance (only copy from the instance, not following the hierarchy) much faster thanK2_CopyMaterialInstanceParameters(), The output is the object itself (this).

code: void CopyInterpParameters ( [UMaterialInstance](API\Runtime\Engine\Materials\UMaterialInstance) * Source )


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

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


description: Copy parameter values from another material instance. This will copy only parameters explicitly overridden in that material instance!!

code: void CopyParameterOverrides ( [UMaterialInstance](API\Runtime\Engine\Materials\UMaterialInstance) * MaterialInstance )


description: Copy all interpolatable (scalar/vector) parameters from *SourceMaterialToCopyFrom to *this, using the current QualityLevel and given FeatureLevel For runtime use. More specialized and efficient thanCopyMaterialInstanceParameters().

code: void CopyScalarAndVectorParameters ( const [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) & SourceMaterialToCopyFrom, [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) FeatureLevel )


description: Create a material instance dynamic parented to the specified material.

code: static [UMaterialInstanceDynamic](API\Runtime\Engine\Materials\UMaterialInstanceDynamic) * Create ( class [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * ParentMaterial, class [UObject](API\Runtime\CoreUObject\UObject\UObject) * InOuter )


description: Create a material instance dynamic parented to the specified material with the specified name.

code: static [UMaterialInstanceDynamic](API\Runtime\Engine\Materials\UMaterialInstanceDynamic) * Create ( class [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * ParentMaterial, class [UObject](API\Runtime\CoreUObject\UObject\UObject) * InOuter, [FName](API\Runtime\Core\UObject\FName) Name )


code: virtual bool GetCastDynamicShadowAsMasked() const


code: virtual EBlendMode GetBlendMode() const


code: virtual float GetMaxWorldPositionOffsetDisplacement() const


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


description: Material base property overrides. MIDs cannot override these so they just grab from their parent.

code: virtual float GetOpacityMaskClipValue() const


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


code: virtual bool HasOverridenBaseProperties() const


description: This overrides does the remapping before looking at the parent data.

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


description: Use this function to set an initial value and fetch the index for use in SetScalarParameterByIndex. This function should only be called once for a particular name, and then use SetScalarParameterByIndex for subsequent calls. However, beware using this except in cases where optimization is critical, which is generally only if you're using an unusually high number of parameters in a material and setting a large number of parameters in the same frame. Also, if the material is changed in any way that can change the parameter list, the index can be invalidated.

code: bool InitializeScalarParameterAndGetIndex ( const [FName](API\Runtime\Core\UObject\FName) & ParameterName, float Value, int32 & OutParameterIndex )


description: Use this function to set an initial value and fetch the index for use in the following function.

code: bool InitializeVectorParameterAndGetIndex ( const [FName](API\Runtime\Core\UObject\FName) & ParameterName, const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & Value, int32 & OutParameterIndex )


code: virtual bool IsDitheredLODTransition() const


code: virtual bool IsShadingModelFromMaterialExpression() const


code: virtual bool IsThinSurface() const


code: virtual bool IsTranslucencyWritingVelocity() const


description: Copies over parameters given a material interface (copy each instance following the hierarchy) Very slow implementation, avoid using at runtime. Hopefully we can replace it later with something likeCopyInterpParameters()The output is the object itself (this). Copying 'quick parameters only' will result in a much faster copy process but will only copy dynamic scalar, vector and texture parameters on clients.

code: void K2_CopyMaterialInstanceParameters ( [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * Source, bool bQuickParametersOnly )


description: Get the current scalar (float) parameter value from an MID, using MPI (to allow access to layer parameters)

code: float K2_GetScalarParameterValueByInfo ( const [FMaterialParameterInfo](API\Runtime\Engine\FMaterialParameterInfo) & ParameterInfo )


description: Get the current MID texture parameter value, using MPI (to allow access to layer parameters)

code: [UTexture](API\Runtime\Engine\Engine\UTexture) * K2_GetTextureParameterValueByInfo ( const [FMaterialParameterInfo](API\Runtime\Engine\FMaterialParameterInfo) & ParameterInfo )


description: Get the current scalar (float) parameter value from an MID

code: float K2_GetScalarParameterValue ( [FName](API\Runtime\Core\UObject\FName) ParameterName )


description: Get the current MID texture parameter value

code: [UTexture](API\Runtime\Engine\Engine\UTexture) * K2_GetTextureParameterValue ( [FName](API\Runtime\Core\UObject\FName) ParameterName )


description: Get the current MID vector parameter value

code: [FLinearColor](API\Runtime\Core\Math\FLinearColor) K2_GetVectorParameterValue ( [FName](API\Runtime\Core\UObject\FName) ParameterName )


description: Interpolates the scalar and vector parameters of this material instance based on two other material instances, and an alpha blending factor The output is the object itself (this). Supports the case SourceA==this || SourceB==this Both material have to be from the same base material

code: void K2_InterpolateMaterialInstanceParams ( [UMaterialInstance](API\Runtime\Engine\Materials\UMaterialInstance) * SourceA, [UMaterialInstance](API\Runtime\Engine\Materials\UMaterialInstance) * SourceB, float Alpha )


description: Get the current MID vector parameter value, using MPI (to allow access to layer parameters)

code: [FLinearColor](API\Runtime\Core\Math\FLinearColor) K2_GetVectorParameterValueByInfo ( const [FMaterialParameterInfo](API\Runtime\Engine\FMaterialParameterInfo) & ParameterInfo )


description: Set the value of the given font parameter.

code: void SetFontParameterValue ( const [FMaterialParameterInfo](API\Runtime\Engine\FMaterialParameterInfo) & ParameterInfo, class [UFont](API\Runtime\Engine\Engine\UFont) * FontValue, int32 FontPage )


description: Set an MID vector parameter value

code: void SetDoubleVectorParameterValue ( [FName](API\Runtime\Core\UObject\FName) ParameterName, FVector4 Value )


code: void SetNaniteOverride ( [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * InMaterial )


description: Set an MID texture parameter value

code: void SetRuntimeVirtualTextureParameterValue ( [FName](API\Runtime\Core\UObject\FName) ParameterName, class [URuntimeVirtualTexture](API\Runtime\Engine\VT\URuntimeVirtualTexture) * Value )


description: Set an MID texture parameter value using MPI (to allow access to layer parameters)

code: void SetRuntimeVirtualTextureParameterValueByInfo ( const [FMaterialParameterInfo](API\Runtime\Engine\FMaterialParameterInfo) & ParameterInfo, class [URuntimeVirtualTexture](API\Runtime\Engine\VT\URuntimeVirtualTexture) * Value )


code: void SetTextureParameterValueByInfo ( const [FMaterialParameterInfo](API\Runtime\Engine\FMaterialParameterInfo) & ParameterInfo, class [UTexture](API\Runtime\Engine\Engine\UTexture) * Value )


description: Use the cached value of OutParameterIndex from InitializeScalarParameterAndGetIndex to set the scalar parameter ONLY on the exact same MID. Do NOT presume the index can be used from one instance on another. Only use this pair of functions when optimization is critical; otherwise use either SetScalarParameterValueByInfo or SetScalarParameterValue.

code: bool SetScalarParameterByIndex ( int32 ParameterIndex, float Value )


description: Set a MID scalar (float) parameter value

code: void SetScalarParameterValue ( [FName](API\Runtime\Core\UObject\FName) ParameterName, float Value )


description: Set an MID texture parameter value

code: void SetSparseVolumeTextureParameterValue ( [FName](API\Runtime\Core\UObject\FName) ParameterName, class [USparseVolumeTexture](API\Runtime\Engine\SparseVolumeTexture\USparseVolumeTexture) * Value )


description: Set an MID texture parameter value

code: void SetTextureParameterValue ( [FName](API\Runtime\Core\UObject\FName) ParameterName, class [UTexture](API\Runtime\Engine\Engine\UTexture) * Value )


description: Set an MID vector parameter value, using MPI (to allow access to layer parameters)

code: void SetVectorParameterValueByInfo ( const [FMaterialParameterInfo](API\Runtime\Engine\FMaterialParameterInfo) & ParameterInfo, [FLinearColor](API\Runtime\Core\Math\FLinearColor) Value )


code: void SetVectorParameterValueByInfo ( const [FMaterialParameterInfo](API\Runtime\Engine\FMaterialParameterInfo) & ParameterInfo, const FVector & Value )


description: Set a MID scalar (float) parameter value using MPI (to allow access to layer parameters)

code: void SetScalarParameterValueByInfo ( const [FMaterialParameterInfo](API\Runtime\Engine\FMaterialParameterInfo) & ParameterInfo, float Value )


code: void SetVectorParameterValueByInfo ( const [FMaterialParameterInfo](API\Runtime\Engine\FMaterialParameterInfo) & ParameterInfo, const FVector4 & Value )


description: Use the cached value of OutParameterIndex above to set the vector parameter ONLY on the exact same MID.

code: bool SetVectorParameterByIndex ( int32 ParameterIndex, const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & Value )


description: Set an MID vector parameter value

code: void SetVectorParameterValue ( [FName](API\Runtime\Core\UObject\FName) ParameterName, [FLinearColor](API\Runtime\Core\Math\FLinearColor) Value )


description: Conveniences to keep generalFLinearColorconstructors explicit without adding extra burden to existing users of this function (where the conversion is straightforward).

code: void SetVectorParameterValue ( [FName](API\Runtime\Core\UObject\FName) ParameterName, const FVector & Value )


code: void SetVectorParameterValue ( [FName](API\Runtime\Core\UObject\FName) ParameterName, const FVector4 & Value )


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


className: UMaterialInstanceEditorOnlyData

code: class UMaterialInstanceEditorOnlyData : public [UMaterialInterfaceEditorOnlyData](API\Runtime\Engine\Materials\UMaterialInterfaceEditorOnlyData)

StaticParameters

type: FStaticParamete...


code: virtual void AddAssetUserData ( [UAssetUserData](API\Runtime\Engine\Engine\UAssetUserData) * InUserData )


className: UMaterialInstanceDynamic

code: class UMaterialInstanceDynamic : public [UMaterialInstance](API\Runtime\Engine\Materials\UMaterialInstance)

RenamedTextures

type: TMap<FName,TA...

description: In order to remap to the correct texture streaming data, we must keep track of each texture renamed.


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


description: Return insight on what (e.g. texture coordinates, vertex data, etc) is used in the shader graph of a material custom output

code: void AnalyzeMaterialCustomOutput ( [UMaterialExpressionCustomOutput](API\Runtime\Engine\Materials\UMaterialExpressionCustomOutput) * InCustomOutput, int32 InOutputIndex, [FMaterialAnalysisResult](API\Runtime\Engine\Materials\FMaterialAnalysisResult) & OutResult )


description: Return insight on what (e.g. texture coordinates, vertex data, etc) is used in the shader graph compiled by a callback

code: void AnalyzeMaterialCompilationInCallback ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void([FMaterialCompiler](API\Runtime\Engine\FMaterialCompiler) *)> InCompilationCallback, [FMaterialAnalysisResult](API\Runtime\Engine\Materials\FMaterialAnalysisResult) & OutResult )


description: Return number of used texture coordinates and whether or not the Vertex data is used in the shader graph

code: void AnalyzeMaterialProperty ( EMaterialProperty InProperty, int32 & OutNumTextureCoordinates, bool & bOutRequiresVertexData )


description: Return insight on what (e.g. texture coordinates, vertex data, etc) is used in the shader graph of a material property

code: void AnalyzeMaterialPropertyEx ( EMaterialProperty InProperty, [FMaterialAnalysisResult](API\Runtime\Engine\Materials\FMaterialAnalysisResult) & OutResult )


description: Asserts if any default material does not exist.


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

code: virtual void BeginDestroy()


description: Asserts if any default material has not been post-loaded.


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


code: virtual bool CastsRayTracedShadows() const


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

code: virtual bool CheckMaterialUsage ( const EMaterialUsage Usage )


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

code: virtual void CacheShaders ( EMaterialShaderPrecompileMode CompileMode )


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

code: virtual bool CheckMaterialUsage_Concurrent ( const EMaterialUsage Usage ) const


description: Compiles a material property.

code: int32 CompileProperty ( [FMaterialCompiler](API\Runtime\Engine\FMaterialCompiler) * Compiler, EMaterialProperty Property, uint32 ForceCastFlags )


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

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


code: virtual uint32 ComputeAllStateCRC() const


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


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


description: CacheShaders

code: void EnsureIsComplete()


description: Filter out ShadingModels field to a shader platform settings

code: static void FilterOutPlatformShadingModels ( EShaderPlatform Platform, [FMaterialShadingModelField](API\Runtime\Engine\Engine\FMaterialShadingModelField) & ShadingModels )


description: Find entries within TextureStreamingData that match the given name.

code: bool FindTextureStreamingDataIndexRange ( [FName](API\Runtime\Core\UObject\FName) TextureName, int32 & LowerIndex, int32 & HigherIndex ) const


className: FeatureLevelsForAllMaterials

description: Feature level bitfield to compile for all materials

code: static uint32 FeatureLevelsForAllMaterials = 0;


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

code: virtual void FinishDestroy()


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


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


code: void GetAllRuntimeVirtualTextureParameterInfo ( [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 GetAllScalarParameterInfo ( [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 GetAllStaticComponentMaskParameterInfo ( [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 GetAllSparseVolumeTextureParameterInfo ( [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 GetAllStaticSwitchParameterInfo ( [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 GetAllTextureParameterInfo ( [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 GetAllVectorParameterInfo ( [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


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

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


code: virtual [UAssetUserData](API\Runtime\Engine\Engine\UAssetUserData) * GetAssetUserDataOfClass ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAssetUserData](API\Runtime\Engine\Engine\UAssetUserData) > InUserDataClass )


code: virtual EBlendMode GetBlendMode() const


description: Walks up parent chain and finds the base Material that this is an instance of. Just calls the virtualGetMaterial()


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


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


code: virtual bool GetCastDynamicShadowAsMasked() const


description: The bCastShadowAsMasked value for this material.

code: virtual bool GetCastShadowAsMasked() const


description: Get this material dependencies.

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


description: The Diffuse boost value for this material.

code: virtual float GetDiffuseBoost() const


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


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


code: bool GetDoubleVectorParameterDefaultValue ( const FHashedMaterialParameterInfo & ParameterInfo, FVector4d & OutValue ) const


code: bool GetDoubleVectorParameterChannelNames ( const FHashedMaterialParameterInfo & ParameterInfo, [FParameterChannelNames](API\Runtime\Engine\FParameterChannelNames) & OutValue ) const


code: bool GetDoubleVectorParameterValue ( const FHashedMaterialParameterInfo & ParameterInfo, FVector4d & OutValue, bool bOveriddenOnly ) const


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


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


description: The Emissive boost value for this material.

code: virtual float GetEmissiveBoost() const


description: The ExportResolutionScale value for this material.

code: virtual float GetExportResolutionScale() const


description: Returns a bitfield indicating which feature levels should be compiled for rendering. GMaxRHIFeatureLevel is always present


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


description: Get bitfield indicating which feature levels should be compiled by default


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


code: bool GetGroupName ( const FHashedMaterialParameterInfo & ParameterInfo, [FName](API\Runtime\Core\UObject\FName) & GroupName ) const


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

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


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


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

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


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

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


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


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


description: Get the material layers stack

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


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

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


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


description: Same as above, but can be called concurrently

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


code: virtual float GetMaxWorldPositionOffsetDisplacement() const


description: Get the associated nanite override material.

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


description: Access to overridable properties of the base material.

code: virtual float GetOpacityMaskClipValue() const


description: Get the associated nanite override material

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


description: The override bOverrideCastShadowAsMasked setting of the material.


description: The override diffuse boost setting of the material.

code: bool GetOverrideDiffuseBoost() const


description: The override emissive boost setting of the material.

code: bool GetOverrideEmissiveBoost() const


description: The override export resolution scale setting of the material.


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


code: bool GetParameterDesc ( const FHashedMaterialParameterInfo & ParameterInfo, [FString](API\Runtime\Core\Containers\FString) & OutDesc ) const


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

code: bool GetParameterSortPriority ( const FHashedMaterialParameterInfo & ParameterInfo, int32 & OutSortPriority ) const


code: [FMaterialParameterInfo](API\Runtime\Engine\FMaterialParameterInfo) GetParameterInfo ( EMaterialParameterAssociation Association, [FName](API\Runtime\Core\UObject\FName) ParameterName, [UMaterialFunctionInterface](API\Runtime\Engine\Materials\UMaterialFunctionInterface) * LayerFunction ) const


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


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

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


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

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


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

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


description: Determines whether each quality level has different nodes by inspecting the material's expressions. Or is required by the material quality setting overrides.

code: void GetQualityLevelUsage ( [TArray](API\Runtime\Core\Containers\TArray)< bool, TInlineAllocator< [EMaterialQualityLevel::Num](API\Runtime\Engine\EMaterialQualityLevel__Type) > > & QualityLevelsUsed, EShaderPlatform ShaderPlatform, bool bCooking )


code: void GetQualityLevelUsageForCooking ( [TArray](API\Runtime\Core\Containers\TArray)< bool, TInlineAllocator< [EMaterialQualityLevel::Num](API\Runtime\Engine\EMaterialQualityLevel__Type) > > & QualityLevelsUsed, EShaderPlatform ShaderPlatform )


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

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


description: Get textures referenced by expressions, including nested functions.

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


code: virtual bool GetRefractionSettings ( float & OutBiasValue ) const


description: The material's relevance, from concurrent render thread updates.

code: [FMaterialRelevance](API\Runtime\Engine\Materials\FMaterialRelevance) GetRelevance_Concurrent ( [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) InFeatureLevel ) const


description: The material's relevance.

code: [FMaterialRelevance](API\Runtime\Engine\Materials\FMaterialRelevance) GetRelevance ( [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) InFeatureLevel ) const


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

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


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


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


description: Access the cached uenum type information for material sampler type

code: static [UEnum](API\Runtime\CoreUObject\UObject\UEnum) * GetSamplerTypeEnum()


description: DEPRECATED: Returns default value of the given parameter

code: virtual float GetScalarParameterDefault ( const FHashedMaterialParameterInfo & ParameterInfo, [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) FeatureLevel )


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


code: bool GetScalarParameterSliderMinMax ( const FHashedMaterialParameterInfo & ParameterInfo, float & OutSliderMin, float & OutSliderMax ) const


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


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


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


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


code: virtual [USpecularProfile](API\Runtime\Engine\Engine\USpecularProfile) * GetSpecularProfile_Internal ( uint32 Index ) const


description:
Get the value of the given static component mask parameter
True if successful

code: bool GetStaticComponentMaskParameterValue ( const FHashedMaterialParameterInfo & ParameterInfo, bool & R, bool & G, bool & B, bool & A, [FGuid](API\Runtime\Core\Misc\FGuid) & OutExpressionGuid, bool bOveriddenOnly ) const


code: bool GetStaticComponentMaskParameterDefaultValue ( const FHashedMaterialParameterInfo & ParameterInfo, bool & OutR, bool & OutG, bool & OutB, bool & OutA, [FGuid](API\Runtime\Core\Misc\FGuid) & OutExpressionGuid ) 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: virtual void GetShaderTypes ( EShaderPlatform Platform, const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform, [TArray](API\Runtime\Core\Containers\TArray)< [FDebugShaderTypeInfo](API\Runtime\Engine\FDebugShaderTypeInfo) > & OutShaderInfo )


description: Builds a composited set of static parameters, including inherited and overridden values

code: void GetStaticParameterValues ( [FStaticParameterSet](API\Runtime\Engine\FStaticParameterSet) & OutStaticParameters )


description:
Get the value of the given static switch parameter
True if successful

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


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


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


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


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

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


code: bool GetTextureParameterChannelNames ( const FHashedMaterialParameterInfo & ParameterInfo, [FParameterChannelNames](API\Runtime\Engine\FParameterChannelNames) & OutValue ) const


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


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


description: Accessor to the data.

code: const [TArray](API\Runtime\Core\Containers\TArray)< [FMaterialTextureInfo](API\Runtime\Engine\Materials\FMaterialTextureInfo) > & GetTextureStreamingData() const


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

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


code: [TArray](API\Runtime\Core\Containers\TArray)< [FMaterialTextureInfo](API\Runtime\Engine\Materials\FMaterialTextureInfo) > & GetTextureStreamingData()


description: Return the textures used to render this material.

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


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

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


code: bool GetVectorParameterChannelNames ( const FHashedMaterialParameterInfo & ParameterInfo, [FParameterChannelNames](API\Runtime\Engine\FParameterChannelNames) & OutValue ) const


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


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


description: Returns whether there is any streaming data in the component.

code: bool HasTextureStreamingData() const


description: Initializes all default materials.

code: static void InitDefaultMaterials()


description: CacheShaders

code: virtual bool IsComplete() const


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

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


code: virtual bool IsDeferredDecal() const


description: Same as above, but can be called concurrently

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


code: virtual bool IsDitheredLODTransition() const


code: bool IsDoubleVectorParameterUsedAsChannelMask ( const FHashedMaterialParameterInfo & ParameterInfo, bool & OutValue ) const


code: bool IsEditorOnlyDataValid() const


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

code: virtual bool IsPropertyActive ( EMaterialProperty InProperty ) const


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

code: virtual bool IsReadyForFinishDestroy()


code: bool IsScalarParameterUsedAsAtlasPosition ( const FHashedMaterialParameterInfo & ParameterInfo, bool & OutValue, [TSoftObjectPtr](API\Runtime\CoreUObject\UObject\TSoftObjectPtr)< class [UCurveLinearColor](API\Runtime\Engine\Curves\UCurveLinearColor) > & Curve, [TSoftObjectPtr](API\Runtime\CoreUObject\UObject\TSoftObjectPtr)< class [UCurveLinearColorAtlas](API\Runtime\Engine\Curves\UCurveLinearColorAtlas) > & Atlas ) const


code: virtual bool IsShadingModelFromMaterialExpression() const


description: Checks to see if the given property references the texture

code: bool IsTextureReferencedByProperty ( EMaterialProperty InProperty, const [UTexture](API\Runtime\Engine\Engine\UTexture) * InTexture )


code: virtual bool IsThinSurface() const


code: virtual bool IsTranslucencyWritingFrontLayerTransparency() const


code: virtual bool IsTranslucencyWritingCustomDepth() const


code: virtual bool IsTranslucencyWritingVelocity() const


code: bool IsUsingNewHLSLGenerator() const


code: bool IsVectorParameterUsedAsChannelMask ( const FHashedMaterialParameterInfo & ParameterInfo, bool & OutValue ) const


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


description: Iterate over all feature levels currently marked as active

code: template<typename FunctionType> static void IterateOverActiveFeatureLevels ( FunctionType InHandler )


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

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


code: virtual uint32 NumSpecularProfile_Internal() const


code: virtual void OverrideBlendableSettings ( class [FSceneView](API\Runtime\Engine\FSceneView) & View, float Weight ) const


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

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


description: Override a specific texture (transient)

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


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

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


description: Called after the C++ constructor has run on the Class Default Object (CDO) for a class. This is an obscure routine used to deal with the recursion in the construction of the default materials

code: virtual void PostCDOContruct()


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

code: virtual void PostDuplicate ( bool bDuplicateForPIE )


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

code: virtual void PostInitProperties()


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

code: virtual void PostLoad()


description: Precache PSOs which can be used for this material for the given vertex factory type and material paramaters

code: FGraphEventArray PrecachePSOs ( const [FVertexFactoryType](API\Runtime\RenderCore\FVertexFactoryType) * VertexFactoryType, const struct [FPSOPrecacheParams](API\Runtime\Engine\FPSOPrecacheParams) & PreCacheParams )


code: FGraphEventArray PrecachePSOs ( const TConstArrayView< const [FVertexFactoryType](API\Runtime\RenderCore\FVertexFactoryType) * > & VertexFactoryTypes, const struct [FPSOPrecacheParams](API\Runtime\Engine\FPSOPrecacheParams) & PreCacheParams )


code: FGraphEventArray PrecachePSOs ( const TConstArrayView< const [FVertexFactoryType](API\Runtime\RenderCore\FVertexFactoryType) * > & VertexFactoryTypes, const struct [FPSOPrecacheParams](API\Runtime\Engine\FPSOPrecacheParams) & PreCacheParams, [TArray](API\Runtime\Core\Containers\TArray)< FMaterialPSOPrecacheRequestID > & OutMaterialPSORequestIDs )


code: FGraphEventArray PrecachePSOs ( const TConstArrayView< const [FVertexFactoryType](API\Runtime\RenderCore\FVertexFactoryType) * > & VertexFactoryTypes, const struct [FPSOPrecacheParams](API\Runtime\Engine\FPSOPrecacheParams) & PreCacheParams, EPSOPrecachePriority PSOPrecachePriority, [TArray](API\Runtime\Core\Containers\TArray)< FMaterialPSOPrecacheRequestID > & OutMaterialPSORequestIDs )


code: virtual FGraphEventArray PrecachePSOs ( const FPSOPrecacheVertexFactoryDataList & VertexFactoryDataList, const struct [FPSOPrecacheParams](API\Runtime\Engine\FPSOPrecacheParams) & PreCacheParams, EPSOPrecachePriority Priority, [TArray](API\Runtime\Core\Containers\TArray)< FMaterialPSOPrecacheRequestID > & OutMaterialPSORequestIDs )


description: Deprecated* Use version that takesFObjectPreSaveContextinstead.

code: virtual PRAGMA_DISABLE_DEPRECATION_WARNINGSvoid PreSave ( const class [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform )


description: Objects created from within PreSave will NOT have PreSave called on them!!!

code: virtual void PreSave ( [FObjectPreSaveContext](API\Runtime\CoreUObject\UObject\FObjectPreSaveContext) SaveContext )


description: Re-caches uniform expressions for all material interfaces Set bRecreateUniformBuffer to true if uniform buffer layout will change (e.g.FMaterialis being recompiled). In that case calling needs to useFMaterialUpdateContextto recreate the rendering state of primitives using this material.

code: static void RecacheAllMaterialUniformExpressions ( bool bRecreateUniformBuffer )


description: Re-caches uniform expressions for this material interface Set bRecreateUniformBuffer to true if uniform buffer layout will change (e.g.FMaterialis being recompiled). In that case calling needs to useFMaterialUpdateContextto recreate the rendering state of primitives using this material.

code: virtual void RecacheUniformExpressions ( bool bRecreateUniformBuffer ) const


className: SamplerTypeEnum

description: Cached type information for the sampler type enumeration.

code: static [UEnum](API\Runtime\CoreUObject\UObject\UEnum) * SamplerTypeEnum = nullptr;


code: virtual void RemoveUserDataOfClass ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAssetUserData](API\Runtime\Engine\Engine\UAssetUserData) > InUserDataClass )


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

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


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

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


code: virtual void SaveShaderStableKeysInner ( const class [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TP, const struct [FStableShaderKeyAndValue](API\Runtime\RenderCore\FStableShaderKeyAndValue) & SaveKeyVal )


code: void SetCastShadowAsMasked ( bool InCastShadowAsMasked )


code: void SetDiffuseBoost ( float InDiffuseBoost )


code: void SetEmissiveBoost ( float InEmissiveBoost )


code: void SetExportResolutionScale ( float InExportResolutionScale )


description: Set which feature levels this material instance should compile. GMaxRHIFeatureLevel is always compiled!

code: void SetFeatureLevelToCompile ( [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) FeatureLevel, bool bShouldCompile )


description: Force the streaming system to disregard the normal logic for the specified duration and instead always load all mip-levels for all textures used by this material.

code: virtual void SetForceMipLevelsToBeResident ( bool OverrideForceMiplevelsToBeResident, bool bForceMiplevelsToBeResidentValue, float ForceDuration, int32 CinematicTextureGroups, bool bFastResponse )


description: Set which feature levelsallmaterials should compile to. GMaxRHIFeatureLevel is always compiled.

code: static void SetGlobalRequiredFeatureLevel ( [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) FeatureLevel, bool bShouldCompile )


code: void SetOverrideCastShadowAsMasked ( bool bInOverrideCastShadowAsMasked )


code: void SetOverrideDiffuseBoost ( bool bInOverrideDiffuseBoost )


code: void SetOverrideEmissiveBoost ( bool bInOverrideEmissiveBoost )


code: void SetOverrideExportResolutionScale ( bool bInOverrideExportResolutionScale )


description: Set whether or not this Material Interface should force a plane preview

code: void SetShouldForcePlanePreview ( const bool bInShouldForcePlanePreview )


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


description: Set new texture streaming data.

code: void SetTextureStreamingData ( const [TArray](API\Runtime\Core\Containers\TArray)< [FMaterialTextureInfo](API\Runtime\Engine\Materials\FMaterialTextureInfo) > & InTextureStreamingData )


code: virtual bool ShouldAlwaysEvaluateWorldPositionOffset() const


description: True if this Material Interface should force a plane preview

code: virtual bool ShouldForcePlanePreview()


description: Sort the texture streaming data by names to accelerate search. Only sorts if required.

code: void SortTextureStreamingData ( bool bForceSort, bool bFinalSort )


description: This will only submit shader compile jobs for missing shaders on each material. Calling this multiple times on the same world will result in a no-op.

code: static void SubmitRemainingJobsForWorld ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, EMaterialShaderPrecompileMode CompileMode )


code: void UpdateMaterialRenderProxy ( [FMaterialRenderProxy](API\Runtime\Engine\Materials\FMaterialRenderProxy) & Proxy )


description:
Check if the textures have changed since the last time the material was serialized for Lightmass... Update the lists while in here. NOTE: This will mark the package dirty if they have changed.
bool true if the textures have changed. false if they have not.


description: Return whether this material refer to any streaming textures.

code: bool UseAnyStreamingTexture() const


code: virtual bool WritesToRuntimeVirtualTexture() const


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


code: UMaterialInterface ( [FVTableHelper](API\Runtime\CoreUObject\UObject\FVTableHelper) & Helper )


className: UMaterialInterface

code: class UMaterialInterface : public [UObject](API\Runtime\CoreUObject\UObject\UObject), public [IBlendableInterface](API\Runtime\Engine\Engine\IBlendableInterface), public [IInterface_AssetUserData](API\Runtime\Engine\Interfaces\IInterface_AssetUserData)

AssetImportData

description: Importing data and options used for this material

AssetUserData

type: TArray<TObject...

description: Array of user data stored with the asset

bIncludedInBaseGame

description: Whether this material interface is included in the base game (and not in a DLC)

bLoadedCachedExpressionData

description: Set if CachedExpressionData was loaded from disk, should typically be true when running with cooked data, and false in the editor

bTextureStreamingDataSorted

description: Because of redirector, the texture names need to be resorted at each load in case they changed.

CachedExpressionData

description: Cached data generated from the material's expressions, may be nullptr UMaterials should always have cached data UMaterialInstances will have cached data if they have overriden material layers (possibly for other reasons in the future)

CachedStaticParameterValues

type: TOptional<FSta...

EditorOnlyData

type: TObjectPtr<UMa...

LayerParameterExpansion

type: TMap<FString, ...

LightmassSettings

type: FLightmassMater...

description: The Lightmass settings for this object.

ParentRefFence

type: FRenderCommandF...

description: A fence to track when the primitive is no longer used as a parent

PreviewMesh

type: FSoftObjectPath

description: The mesh used by the material editor to preview the material.

SpecularProfiles

description: Specular Profile. For internal usage, not editable/visible

SubsurfaceProfile

description: SubsurfaceProfile, for Screen Space Subsurface Scattering..

TextureStreamingData

type: TArray<FMateri...

description: Data used by the texture streaming to know how each texture is sampled by the material.

TextureStreamingDataMissingEntries

description: List of all used but missing texture indices in TextureStreamingData.

ThumbnailInfo

description: Information for thumbnail rendering


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

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


code: UMaterialInterfaceEditorOnlyData()


code: UMaterialInterfaceEditorOnlyData ( [FVTableHelper](API\Runtime\CoreUObject\UObject\FVTableHelper) & Helper )


className: UMaterialInterfaceEditorOnlyData

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

bLoadedCachedExpressionData

type: bool

CachedExpressionData

type: TSharedPtr<FMa...


description:
Called during cluster construction if the object can be added to a cluster
true if this object can be inside of a cluster

code: virtual bool CanBeInCluster() const


description: Finds a parameter id given a name, returns the default guid if the parameter was not found.

code: [FGuid](API\Runtime\Core\Misc\FGuid) GetParameterId ( [FName](API\Runtime\Core\UObject\FName) ParameterName ) const


description: Gets a vector and component index for the given parameter, used when compiling materials, to know where to access a certain parameter.

code: void GetParameterIndex ( const [FGuid](API\Runtime\Core\Misc\FGuid) & Id, int32 & OutIndex, int32 & OutComponentIndex ) const


description: Populates an array with either scalar or vector parameter names.

code: void GetParameterNames ( [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & OutParameterNames, bool bVectorParameters ) const


description: Finds a parameter name given an Id, returns NAME_None if the parameter was not found.

code: [FName](API\Runtime\Core\UObject\FName) GetParameterName ( const [FGuid](API\Runtime\Core\Misc\FGuid) & Id ) const


description: Get the index in the ScalarParameters array of the parameter matching the input parameter name, returns -1 if not found

code: int32 GetScalarParameterIndexByName ( [FName](API\Runtime\Core\UObject\FName) ParameterName ) const


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

code: virtual void BeginDestroy()


description:
Gets the default value of a scalar parameter from a material collection.
the value of the parameter

code: float GetScalarParameterDefaultValue ( [FName](API\Runtime\Core\UObject\FName) ParameterName, bool & bParameterFound ) const


description: Utility to find a scalar parameter struct given a parameter name. Returns NULL if not found.

code: const [FCollectionScalarParameter](API\Runtime\Engine\Materials\FCollectionScalarParameter) * GetScalarParameterByName ( [FName](API\Runtime\Core\UObject\FName) ParameterName ) const


description: Returns an array of the names of all the scalar parameters in this Material Parameter Collection

code: [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > GetScalarParameterNames() const


description: Accessor for the uniform buffer layout description.

code: const [FShaderParametersMetadata](API\Runtime\RenderCore\FShaderParametersMetadata) & GetUniformBufferStruct() const


description: Get the index in the VectorParameters array of the parameter matching the input parameter name, returns -1 if not found

code: int32 GetVectorParameterIndexByName ( [FName](API\Runtime\Core\UObject\FName) ParameterName ) const


code: [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetVectorParameterDefaultValue ( [FName](API\Runtime\Core\UObject\FName) ParameterName, bool & bParameterFound ) const


description: Utility to find a vector parameter struct given a parameter name. Returns NULL if not found.

code: const [FCollectionVectorParameter](API\Runtime\Engine\Materials\FCollectionVectorParameter) * GetVectorParameterByName ( [FName](API\Runtime\Core\UObject\FName) ParameterName ) const


description: Returns an array of the names of all the vector parameters in this Material Parameter Collection

code: [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > GetVectorParameterNames() const


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

code: virtual void PostInitProperties()


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

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


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

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


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

code: virtual void PostLoad()


description: Set the default value of a scalar parameter on the Material Parameter Collection asset itself by name

code: bool SetScalarParameterDefaultValue ( [FName](API\Runtime\Core\UObject\FName) ParameterName, const float Value )


description: Set the default value of a scalar parameter on the Material Parameter Collection asset itself by struct

code: bool SetScalarParameterDefaultValueByInfo ( [FCollectionScalarParameter](API\Runtime\Engine\Materials\FCollectionScalarParameter) ScalarParameter )


description: Create an instance for this collection in every world.


description: Set the default value of a vector parameter on the Material Parameter Collection asset itself by struct

code: bool SetVectorParameterDefaultValueByInfo ( [FCollectionVectorParameter](API\Runtime\Engine\Materials\FCollectionVectorParameter) VectorParameter )


description: Set the default value of a vector parameter on the Material Parameter Collection asset itself by name

code: bool SetVectorParameterDefaultValue ( [FName](API\Runtime\Core\UObject\FName) ParameterName, const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & Value )


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


code: void DeferredUpdateRenderState ( bool bRecreateUniformBuffer )


className: UMaterialParameterCollection

description: Asset class that contains a list of parameter names and their default values. Any number of materials can reference these parameters and get new values when the parameter values are changed.

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

ScalarParameters

type: TArray<FCollec...

StateId

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


className: FOnScalarParameterUpdated

code: typedef TMulticastDelegate_OneParam< void, [ScalarParameterUpdate](API\Runtime\Engine\Materials\UMaterialParameterCollectionInst-\ScalarParameterU-) > FOnScalarParameterUpdated


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

code: virtual void FinishDestroy()


className: FOnVectorParameterUpdated

code: typedef TMulticastDelegate_OneParam< void, [VectorParameterUpdate](API\Runtime\Engine\Materials\UMaterialParameterCollectionInst-\VectorParameterU-) > FOnVectorParameterUpdated


code: const [UMaterialParameterCollection](API\Runtime\Engine\Materials\UMaterialParameterCollection) * GetCollection() const


description: Boils down the instance overrides and default values into data to be set on the uniform buffer.

code: void GetParameterData ( [TArray](API\Runtime\Core\Containers\TArray)< FVector4f > & ParameterData ) const


description: Gets parameter values, returns false if the parameter was not found.

code: bool GetScalarParameterValue ( [FName](API\Runtime\Core\UObject\FName) ParameterName, float & OutParameterValue ) const


description: Alternate Get method for parameter values where the Collection parameter is provided

code: bool GetScalarParameterValue ( const [FCollectionScalarParameter](API\Runtime\Engine\Materials\FCollectionScalarParameter) & Parameter, float & OutParameterValue ) const


code: bool GetVectorParameterValue ( [FName](API\Runtime\Core\UObject\FName) ParameterName, [FLinearColor](API\Runtime\Core\Math\FLinearColor) & OutParameterValue ) const


code: bool GetVectorParameterValue ( const [FCollectionVectorParameter](API\Runtime\Engine\Materials\FCollectionVectorParameter) & Parameter, [FLinearColor](API\Runtime\Core\Math\FLinearColor) & OutParameterValue ) const


code: virtual void PostInitProperties()


className: ScalarParameterUpdate

code: typedef TPair< [FName](API\Runtime\Core\UObject\FName), float > ScalarParameterUpdate


description: Initializes the instance with the collection it is based off of and the world it is owned by.

code: void SetCollection ( [UMaterialParameterCollection](API\Runtime\Engine\Materials\UMaterialParameterCollection) * InCollection, [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )


description: Sets parameter value overrides, returns false if the parameter was not found.

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


code: bool SetVectorParameterValue ( [FName](API\Runtime\Core\UObject\FName) ParameterName, const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & ParameterValue )


code: bool SetVectorParameterValue ( [FName](API\Runtime\Core\UObject\FName) ParameterName, const FVector & ParameterValue )


code: bool SetVectorParameterValue ( [FName](API\Runtime\Core\UObject\FName) ParameterName, const FVector4 & ParameterValue )


code: void UpdateRenderState ( bool bRecreateUniformBuffer )


className: VectorParameterUpdate

code: typedef TPair< [FName](API\Runtime\Core\UObject\FName), [FLinearColor](API\Runtime\Core\Math\FLinearColor) > VectorParameterUpdate


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


className: UMaterialParameterCollectionInstance

description: Class that stores per-world instance parameter data for a givenUMaterialParameterCollectionresource. Instances of this class are always transient.

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

bLoggedMissingParameterWarning

description: Tracks whether this instance has ever issued a missing parameter warning, to reduce log spam.

bNeedsRenderStateUpdate

description: Tracks whether this instance needs to update the render state from the game thread

Collection

type: TWeakObjectPtr<...

description: Collection resource this instance is based off of.

Resource

type: FMaterialParame...

description: Instance resource which stores the rendering thread representation of this instance.

ScalarParameterUpdatedDelegate

type: FOnScalarParame...

description: Delegate for when a scalar parameter value is updated

ScalarParameterValues

type: TMap<FName, fl...

description: Overrides for scalar parameter values.

VectorParameterUpdatedDelegate

type: FOnVectorParame...

description: Delegate for when a vector parameter value is updated

VectorParameterValues

type: TMap<FName,FL...

description: Overrides for vector parameter values.

World

description: World that owns this instance.


description: Generation config.

code: namespace MeshCardRepresentation { float MeshCardRepresentation::GetMinDensity() }


code: namespace MeshCardRepresentation { int32 MeshCardRepresentation::GetDebugSurfelDirection() }


code: namespace MeshCardRepresentation { float MeshCardRepresentation::GetNormalTreshold() }


description: Debugging.

code: namespace MeshCardRepresentation { bool MeshCardRepresentation::IsDebugMode() }


description: Paints vertex colors on a mesh component lerping from the start to the end color along the specified axis.

code: static void PaintVerticesLerpAlongAxis ( [UStaticMeshComponent](API\Runtime\Engine\Components\UStaticMeshComponent) * StaticMeshComponent, const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & StartColor, const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & EndColor, EVertexPaintAxis Axis, bool bConvertToSRGB )


description: Paints a single vertex color to the given mesh component.

code: static void PaintVerticesSingleColor ( [UStaticMeshComponent](API\Runtime\Engine\Components\UStaticMeshComponent) * StaticMeshComponent, const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & FillColor, bool bConvertToSRGB )


description: Removes painted vertex colors from the given mesh component.

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


className: FMeshVertexPainter

code: class FMeshVertexPainter


description: Removes vertex colors on a mesh component


className: UMeshVertexPainterKismetLibrary

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


code: namespace Nanite { void Nanite::AuditMaterials ( const [UStaticMeshComponent](API\Runtime\Engine\Components\UStaticMeshComponent) * Component, [FMaterialAudit](API\Runtime\Engine\FMaterialAudit) & Audit ) }


description: Note: Keep NANITE_FILTER_FLAGS_NUM_BITS in sync.

code: namespace Nanite { enum EFilterFlags { None = 0u, StaticMesh = (1u << 0u), InstancedStaticMesh = (1u << 1u), Foliage = (1u << 2u), Grass = (1u << 3u), Landscape = (1u << 4u), } }


code: namespace Nanite { bool Nanite::IsMaskingAllowed ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, bool bForceNaniteForMasked ) }


code: namespace Nanite { bool Nanite::IsSupportedBlendMode ( const [FMaterial](API\Runtime\Engine\FMaterial) & In ) }


code: namespace Nanite { bool Nanite::IsSupportedBlendMode ( EBlendMode Mode ) }


code: namespace Nanite { bool Nanite::IsSupportedBlendMode ( const [FMaterialShaderParameters](API\Runtime\Engine\FMaterialShaderParameters) & In ) }


code: namespace Nanite { bool Nanite::IsSupportedBlendMode ( const [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) & In ) }


code: namespace Nanite { bool Nanite::IsSupportedMaterialDomain ( EMaterialDomain Domain ) }


description: Paints vertex colors on a mesh component in a specified color.


code: namespace Nanite { bool Nanite::IsSupportedShadingModel ( [FMaterialShadingModelField](API\Runtime\Engine\Engine\FMaterialShadingModelField) ShadingModelField ) }


code: namespace Nanite { [EFilterFlags](API\Runtime\Engine\Nanite__EFilterFlags) & Nanite::operator|= ( [EFilterFlags](API\Runtime\Engine\Nanite__EFilterFlags) & Lhs, [EFilterFlags](API\Runtime\Engine\Nanite__EFilterFlags) Rhs ) }


code: namespace Nanite { [EFilterFlags](API\Runtime\Engine\Nanite__EFilterFlags) & Nanite::operator&= ( [EFilterFlags](API\Runtime\Engine\Nanite__EFilterFlags) & Lhs, [EFilterFlags](API\Runtime\Engine\Nanite__EFilterFlags) Rhs ) }


code: namespace Nanite { constexpr [EFilterFlags](API\Runtime\Engine\Nanite__EFilterFlags) Nanite::operator| ( [EFilterFlags](API\Runtime\Engine\Nanite__EFilterFlags) Lhs, [EFilterFlags](API\Runtime\Engine\Nanite__EFilterFlags) Rhs ) }


code: namespace Nanite { [EFilterFlags](API\Runtime\Engine\Nanite__EFilterFlags) & Nanite::operator^= ( [EFilterFlags](API\Runtime\Engine\Nanite__EFilterFlags) & Lhs, [EFilterFlags](API\Runtime\Engine\Nanite__EFilterFlags) Rhs ) }


code: namespace Nanite { constexpr [EFilterFlags](API\Runtime\Engine\Nanite__EFilterFlags) Nanite::operator& ( [EFilterFlags](API\Runtime\Engine\Nanite__EFilterFlags) Lhs, [EFilterFlags](API\Runtime\Engine\Nanite__EFilterFlags) Rhs ) }


code: namespace Nanite { constexpr bool Nanite::operator! ( [EFilterFlags](API\Runtime\Engine\Nanite__EFilterFlags) E ) }


code: namespace Nanite { constexpr [EFilterFlags](API\Runtime\Engine\Nanite__EFilterFlags) Nanite::operator^ ( [EFilterFlags](API\Runtime\Engine\Nanite__EFilterFlags) Lhs, [EFilterFlags](API\Runtime\Engine\Nanite__EFilterFlags) Rhs ) }


code: namespace Nanite { constexpr [EFilterFlags](API\Runtime\Engine\Nanite__EFilterFlags) Nanite::operator~ ( [EFilterFlags](API\Runtime\Engine\Nanite__EFilterFlags) E ) }


code: void StartBandwidthSpike ( float SpikeInKilobytes, int32 PeriodInMS )


code: void StartGeneratingBandwidth ( float BandwidthInKilobytesPerSec )


className: ABandwidthTestActor

description: ThisABandwidthTestActorclass is used to generate an easily controllable amount of bandwidth. It uses property replication to generate it's traffic via a NetDeltaSerializer struct Note that the property data is never stored in memory on the simulated clients

code: class ABandwidthTestActor : public [AActor](API\Runtime\Engine\GameFramework\AActor)

BandwidthGenerator

type: FBandwidthTestG...


code: template<typename T, typename...> auto Requires ( T * FastArray )


className: FActiveRPCTrackingInfo

description: Stores a reference to active/validFRPCTrackingInfoentries, for occasional cleanup.

code: struct FActiveRPCTrackingInfo

Key

type: void *

description: The 'RPCTracking' map key for this entry (UFunctionpointer, which may not point to a validUFunction, hence void*)

TrackingInfo

type: constFRPCTrack...

description: Direct pointer to the RPC tracking info, for checking if it's expired


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


code: static uint32 GetKeyHash &40; KeyInitType Key &41;


code: static KeyInitType GetSetKey &40; ElementInitType Element &41;


code: static bool Matches &40; KeyInitType lhs, KeyInitType rhs &41;


className: FDormantObjectReplicatorKeyFuncs

description: KeyFuncs that make it so theTSetcan match a struct with a simpleFObjectKey.

code: struct FDormantObjectReplicatorKeyFuncs : public [BaseKeyFuncs< FDormantObjectReplicator, FObjectKey, false >](API\Runtime\Core\Containers\BaseKeyFuncs)


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


code: bool operator== ( [FObjectKey](API\Runtime\CoreUObject\UObject\FObjectKey) rhs ) const


code: FActorDormantReplicators ( [FObjectKey](API\Runtime\CoreUObject\UObject\FObjectKey) InOwnerActorKey )


className: FActorDormantReplicators

description: Container that stores all the replicators owned by a given dormant Actor. Note that the actor's own replicator will be part of this list.

code: struct FActorDormantReplicators

DormantReplicators

type: FObjectReplicat...

description: List of all object replicates stored for this dormant actor

OwnerActorKey

type: FObjectKey

description: The dormant actor who owns all the different object replicators


code: void FillBufferForSize ( int32 SizeInKilobytes )


code: bool NetDeltaSerialize ( [FNetDeltaSerializeInfo](API\Runtime\CoreUObject\UObject\FNetDeltaSerializeInfo) & DeltaParms )


className: FBandwidthTestGenerator

code: struct FBandwidthTestGenerator

ReplicatedBuffers

type: TArray<FBandwi...

SpikePeriodInSec

type: double


className: FBandwidthTestItem

code: struct FBandwidthTestItem

Kilobyte

type: TArray< uint8 >

description: Contains up to 1000 bytes.


code: FChangelistIterator ( const [TArray](API\Runtime\Core\Containers\TArray)< uint16 > & InChanged, const int32 InChangedIndex )


className: FChangelistIterator

description: Simple helper class to track state while iterating over changelists. This class doesn't actually expose methods to do the iteration, or to retrieve the current value.

code: class FChangelistIterator

Changed

type: constTArray< u...

description: Changelist that is being iterated.

ChangedIndex

description: Current index into the changelist.


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


code: [FArchive](API\Runtime\Core\Serialization\FArchive) & operator<< ( [UObject](API\Runtime\CoreUObject\UObject\UObject) *& Object )


code: FControlChannelOutBunch ( class [UChannel](API\Runtime\Engine\Engine\UChannel) * InChannel, bool bClose )


className: FControlChannelOutBunch

description: Out bunch for the control channel (special restrictions)

code: struct FControlChannelOutBunch : public [FOutBunch](API\Runtime\Engine\Net\FOutBunch)


className: FDefaultFaultHandler

description: To add fault handling for custom netcode (e.g. new NetConnection's orPacketHandlercomponents), create a new fault handler added to NetConnection.FaultManager, and use a custom enum withTNetResult(see DefaultFaultHandler/OodleFaultHandler).

code: class FDefaultFaultHandler : public [UE::Net::FNetResultHandler](API\Runtime\NetCore\Net\Core\Connection\FNetResultHandler)


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


description: Bysetting NumberOfTopOffendersToTrack to 0, users can manage their own lists of "TopOffenders", or otherwise avoid the per add overhead of this tracking.

code: void Add ( [FDelinquencyNameTimePair](API\Runtime\Engine\Net\FDelinquencyNameTimePair) && ToTrack )


code: void Emplace ( [FName](API\Runtime\Core\UObject\FName) Name, float TimeSeconds )


code: const [TSet](API\Runtime\Core\Containers\TSet)< [FDelinquencyNameTimePair](API\Runtime\Engine\Net\FDelinquencyNameTimePair), [FDelinquencyKeyFuncs](API\Runtime\Engine\Net\FDelinquencyKeyFuncs) > & GetAllDelinquents() const


code: const uint32 GetNumberOfTopOffendersToTrack() const


code: const [TArray](API\Runtime\Core\Containers\TArray)< [FDelinquencyNameTimePair](API\Runtime\Engine\Net\FDelinquencyNameTimePair) > & GetTopOffenders() const


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


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


code: FDelinquencyAnalytics ( const uint32 InNumberOfTopOffendersToTrack )


code: FDelinquencyAnalytics ( [FDelinquencyAnalytics](API\Runtime\Engine\Net\FDelinquencyAnalytics) && Other )


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


className: FDelinquencyAnalytics

description: The overall number of entries is expected to be small, but ultimately is left up to callers.

code: struct FDelinquencyAnalytics


code: static uint32 GetKeyHash ( [KeyInitType](API\Runtime\Core\Containers\BaseKeyFuncs\KeyInitType) Key )


code: static [KeyInitType](API\Runtime\Core\Containers\BaseKeyFuncs\KeyInitType) GetSetKey ( [ElementInitType](API\Runtime\Core\Containers\BaseKeyFuncs\ElementInitType) Element )


code: static bool Matches ( [KeyInitType](API\Runtime\Core\Containers\BaseKeyFuncs\KeyInitType) LHS, [KeyInitType](API\Runtime\Core\Containers\BaseKeyFuncs\KeyInitType) RHS )


className: FDelinquencyKeyFuncs

code: struct FDelinquencyKeyFuncs : public [BaseKeyFuncs< FDelinquencyNameTimePair, FDelinquencyNameTimePair, false >](API\Runtime\Core\Containers\BaseKeyFuncs)


code: FDelinquencyNameTimePair ( [FName](API\Runtime\Core\UObject\FName) InName, float InTimeSeconds )


className: FDelinquencyNameTimePair

description: Could have used a TPair, but this will make it more obvious what we're tracking.

code: struct FDelinquencyNameTimePair

Name

type: FName

TimeSeconds

type: float


className: FDoRepLifetimeParams

description: Struct containing various parameters that can be passed to DOREPLIFETIME_WITH_PARAMS to control how variables are replicated.

code: struct FDoRepLifetimeParams

bIsPushBased

type: bool

description: Whether or not this property uses Push Model. See PushModel.h

Condition

type: ELifetimeCondit...

description: Replication Condition.

RepNotifyCondition

type: ELifetimeRepNot...

description: RepNotify Condition.


className: FDormantObjectMap

code: typedef [TMap](API\Runtime\Core\Containers\TMap)< [FNetworkGUID](API\Runtime\Core\Misc\FNetworkGUID), [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > > FDormantObjectMap


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


code: bool operator== ( [FObjectKey](API\Runtime\CoreUObject\UObject\FObjectKey) rhs ) const


description: Default constructor that will always create a replicator

code: FDormantObjectReplicator ( [FObjectKey](API\Runtime\CoreUObject\UObject\FObjectKey) InObjectKey )


description: Constructor that copies an existing replicator

code: FDormantObjectReplicator ( [FObjectKey](API\Runtime\CoreUObject\UObject\FObjectKey) InObjectKey, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FObjectReplicator](API\Runtime\Engine\Net\FObjectReplicator) > & ExistingReplicator )


className: FDormantObjectReplicator

description: Container holding theFObjectReplicatorof a dormant replicated object

code: struct FDormantObjectReplicator

ObjectKey

description: The replicated object's key mapped to this replicator

Replicator

type: TSharedRef<FOb...

description: The replicator of the replicated object we are storing


description: Remove the references to all the object replicators tied to the given actor

code: void CleanupAllReplicatorsOfActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * DormantActor )


description: Clear stored flushed replicated sub-objects for a given actor, generally after replication or when the actor is destroyed

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


description: Iterate over all the stored object replicators and destroy any that are tied to a replicated object that is now considered invalid. This version will decrement the subobject references stored in the networkobject list too.

code: void CleanupStaleObjects ( [FNetworkObjectList](API\Runtime\Engine\Engine\FNetworkObjectList) & NetworkObjectList, [UObject](API\Runtime\CoreUObject\UObject\UObject) * ReferenceOwner )


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


description:
Create an object replicator for the given replicated object and store a reference to it. Does not initialize the Replicator but simply allocates it.
Return a reference to the object replicator we created and are now storing.

code: const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FObjectReplicator](API\Runtime\Engine\Net\FObjectReplicator) > & CreateAndStoreReplicator ( [AActor](API\Runtime\Engine\GameFramework\AActor) * DormantActor, [UObject](API\Runtime\CoreUObject\UObject\UObject) * ReplicatedObject, bool & bOverwroteExistingReplicator )


description:
Are we currently storing an object replicator owned by the dormant actor.
True if we are storing a replicator.

code: bool DoesReplicatorExist ( [AActor](API\Runtime\Engine\GameFramework\AActor) * DormantActor, [UObject](API\Runtime\CoreUObject\UObject\UObject) * ReplicatedObject ) const


description: Remove every reference that is still stored.

code: void EmptySet()


code: static uint32 GetKeyHash &40; KeyInitType Key &41;


code: static KeyInitType GetSetKey &40; ElementInitType Element &41;


code: static bool Matches &40; KeyInitType lhs, KeyInitType rhs &41;


className: FActorDormantReplicatorsKeyFuncs

description: KeyFuncs that make it so theTSetcan only needs a simpleAActorpointer for the Key

code: struct FActorDormantReplicatorsKeyFuncs : public [BaseKeyFuncs< FActorDormantReplicators, FObjectKey, false >](API\Runtime\Core\Containers\BaseKeyFuncs)


description:
Return the object replicator for the given replicated object but also remove the reference to that object replicator.
The object replicator of the replicated object if we were holding one. Otherwise an invalid pointer

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FObjectReplicator](API\Runtime\Engine\Net\FObjectReplicator) > FindAndRemoveReplicator ( [AActor](API\Runtime\Engine\GameFramework\AActor) * DormantActor, [UObject](API\Runtime\CoreUObject\UObject\UObject) * ReplicatedObject )


description:
Retrieve stored set of replicated sub-objects of the given actor at the time of the last dormancy flush This data is cleared when the actor is processed by ReplicateActor
A map of network guids to weak object pointers, or nullptr

code: [UE::Net::FDormantObjectMap](API\Runtime\Engine\Net\FDormantObjectMap) * FindFlushedObjectsForActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor )