UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
MaterialExpressionViewProperty.h File Reference
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "Materials/MaterialExpression.h"
#include "MaterialExpressionViewProperty.generated.h"

Go to the source code of this file.

Classes

class  UMaterialExpressionViewProperty
 

Enumerations

enum  EMaterialExposedViewProperty : int {
  UMETA =(DisplayName="Render Target Size") , UMETA =(DisplayName="Render Target Size") , UMETA =(DisplayName="Render Target Size") , UMETA =(DisplayName="Render Target Size") ,
  UMETA =(DisplayName="Render Target Size") , UMETA =(DisplayName="Render Target Size") , UMETA =(DisplayName="Render Target Size") , UMETA =(DisplayName="Render Target Size") ,
  UMETA =(DisplayName="Render Target Size") , UMETA =(DisplayName="Render Target Size") , UMETA =(DisplayName="Render Target Size") , UMETA =(DisplayName="Render Target Size") ,
  UMETA =(DisplayName="Render Target Size") , UMETA =(DisplayName="Render Target Size") , UMETA =(DisplayName="Render Target Size") , UMETA =(DisplayName="Render Target Size") ,
  UMETA =(DisplayName="Render Target Size") , UMETA =(DisplayName="Render Target Size") , UMETA =(DisplayName="Render Target Size") , UMETA =(DisplayName="Render Target Size") ,
  MEVP_MAX
}
 

Enumeration Type Documentation

◆ EMaterialExposedViewProperty

Enumerator
UMETA 

Horizontal and vertical size of the view's buffer in pixels

Horizontal and vertical field of view angles in radian

Tan(FieldOfView * 0.5)

Horizontal and vertical size of the view in pixels

Absolute world space view position (differs from the camera position in the shadow passes)

Absolute world space camera position

Horizontal and vertical position of the viewport in pixels within the buffer.

Number of temporal AA sample used across multiple to converge to anti aliased output.

Index of the Temporal AA jitter for this frame.

Offset of the temporal sample for this frame in pixel size.

Mip Level that Runtime Virtual Texture Output is rendering to.

World space derivatives for Runtime Virtual Texture Output.

Pre Exposure

Maximum mip level of Runtime Virtual Texture that Runtime Virtual Texture Output is rendering to.

Screen percentage at which the rendering resolution happens, to allow tech-art to remain consistent with dynamic resolution.

Post process volume user flags, useful for varying the behavior of a material per view

Horizontal and vertical first person field of view angles in radian

Tan(FirstPersonFieldOfView * 0.5)

Scaling factor applied to first person primitives to keep them from intersecting with the scene.

Near plane.

UMETA 

Horizontal and vertical size of the view's buffer in pixels

Horizontal and vertical field of view angles in radian

Tan(FieldOfView * 0.5)

Horizontal and vertical size of the view in pixels

Absolute world space view position (differs from the camera position in the shadow passes)

Absolute world space camera position

Horizontal and vertical position of the viewport in pixels within the buffer.

Number of temporal AA sample used across multiple to converge to anti aliased output.

Index of the Temporal AA jitter for this frame.

Offset of the temporal sample for this frame in pixel size.

Mip Level that Runtime Virtual Texture Output is rendering to.

World space derivatives for Runtime Virtual Texture Output.

Pre Exposure

Maximum mip level of Runtime Virtual Texture that Runtime Virtual Texture Output is rendering to.

Screen percentage at which the rendering resolution happens, to allow tech-art to remain consistent with dynamic resolution.

Post process volume user flags, useful for varying the behavior of a material per view

Horizontal and vertical first person field of view angles in radian

Tan(FirstPersonFieldOfView * 0.5)

Scaling factor applied to first person primitives to keep them from intersecting with the scene.

Near plane.

UMETA 

Horizontal and vertical size of the view's buffer in pixels

Horizontal and vertical field of view angles in radian

Tan(FieldOfView * 0.5)

Horizontal and vertical size of the view in pixels

Absolute world space view position (differs from the camera position in the shadow passes)

Absolute world space camera position

Horizontal and vertical position of the viewport in pixels within the buffer.

Number of temporal AA sample used across multiple to converge to anti aliased output.

Index of the Temporal AA jitter for this frame.

Offset of the temporal sample for this frame in pixel size.

Mip Level that Runtime Virtual Texture Output is rendering to.

World space derivatives for Runtime Virtual Texture Output.

Pre Exposure

Maximum mip level of Runtime Virtual Texture that Runtime Virtual Texture Output is rendering to.

Screen percentage at which the rendering resolution happens, to allow tech-art to remain consistent with dynamic resolution.

Post process volume user flags, useful for varying the behavior of a material per view

Horizontal and vertical first person field of view angles in radian

Tan(FirstPersonFieldOfView * 0.5)

Scaling factor applied to first person primitives to keep them from intersecting with the scene.

Near plane.

UMETA 

Horizontal and vertical size of the view's buffer in pixels

Horizontal and vertical field of view angles in radian

Tan(FieldOfView * 0.5)

Horizontal and vertical size of the view in pixels

Absolute world space view position (differs from the camera position in the shadow passes)

Absolute world space camera position

Horizontal and vertical position of the viewport in pixels within the buffer.

Number of temporal AA sample used across multiple to converge to anti aliased output.

Index of the Temporal AA jitter for this frame.

Offset of the temporal sample for this frame in pixel size.

Mip Level that Runtime Virtual Texture Output is rendering to.

World space derivatives for Runtime Virtual Texture Output.

Pre Exposure

Maximum mip level of Runtime Virtual Texture that Runtime Virtual Texture Output is rendering to.

Screen percentage at which the rendering resolution happens, to allow tech-art to remain consistent with dynamic resolution.

Post process volume user flags, useful for varying the behavior of a material per view

Horizontal and vertical first person field of view angles in radian

Tan(FirstPersonFieldOfView * 0.5)

Scaling factor applied to first person primitives to keep them from intersecting with the scene.

Near plane.

UMETA 

Horizontal and vertical size of the view's buffer in pixels

Horizontal and vertical field of view angles in radian

Tan(FieldOfView * 0.5)

Horizontal and vertical size of the view in pixels

Absolute world space view position (differs from the camera position in the shadow passes)

Absolute world space camera position

Horizontal and vertical position of the viewport in pixels within the buffer.

Number of temporal AA sample used across multiple to converge to anti aliased output.

Index of the Temporal AA jitter for this frame.

Offset of the temporal sample for this frame in pixel size.

Mip Level that Runtime Virtual Texture Output is rendering to.

World space derivatives for Runtime Virtual Texture Output.

Pre Exposure

Maximum mip level of Runtime Virtual Texture that Runtime Virtual Texture Output is rendering to.

Screen percentage at which the rendering resolution happens, to allow tech-art to remain consistent with dynamic resolution.

Post process volume user flags, useful for varying the behavior of a material per view

Horizontal and vertical first person field of view angles in radian

Tan(FirstPersonFieldOfView * 0.5)

Scaling factor applied to first person primitives to keep them from intersecting with the scene.

Near plane.

UMETA 

Horizontal and vertical size of the view's buffer in pixels

Horizontal and vertical field of view angles in radian

Tan(FieldOfView * 0.5)

Horizontal and vertical size of the view in pixels

Absolute world space view position (differs from the camera position in the shadow passes)

Absolute world space camera position

Horizontal and vertical position of the viewport in pixels within the buffer.

Number of temporal AA sample used across multiple to converge to anti aliased output.

Index of the Temporal AA jitter for this frame.

Offset of the temporal sample for this frame in pixel size.

Mip Level that Runtime Virtual Texture Output is rendering to.

World space derivatives for Runtime Virtual Texture Output.

Pre Exposure

Maximum mip level of Runtime Virtual Texture that Runtime Virtual Texture Output is rendering to.

Screen percentage at which the rendering resolution happens, to allow tech-art to remain consistent with dynamic resolution.

Post process volume user flags, useful for varying the behavior of a material per view

Horizontal and vertical first person field of view angles in radian

Tan(FirstPersonFieldOfView * 0.5)

Scaling factor applied to first person primitives to keep them from intersecting with the scene.

Near plane.

UMETA 

Horizontal and vertical size of the view's buffer in pixels

Horizontal and vertical field of view angles in radian

Tan(FieldOfView * 0.5)

Horizontal and vertical size of the view in pixels

Absolute world space view position (differs from the camera position in the shadow passes)

Absolute world space camera position

Horizontal and vertical position of the viewport in pixels within the buffer.

Number of temporal AA sample used across multiple to converge to anti aliased output.

Index of the Temporal AA jitter for this frame.

Offset of the temporal sample for this frame in pixel size.

Mip Level that Runtime Virtual Texture Output is rendering to.

World space derivatives for Runtime Virtual Texture Output.

Pre Exposure

Maximum mip level of Runtime Virtual Texture that Runtime Virtual Texture Output is rendering to.

Screen percentage at which the rendering resolution happens, to allow tech-art to remain consistent with dynamic resolution.

Post process volume user flags, useful for varying the behavior of a material per view

Horizontal and vertical first person field of view angles in radian

Tan(FirstPersonFieldOfView * 0.5)

Scaling factor applied to first person primitives to keep them from intersecting with the scene.

Near plane.

UMETA 

Horizontal and vertical size of the view's buffer in pixels

Horizontal and vertical field of view angles in radian

Tan(FieldOfView * 0.5)

Horizontal and vertical size of the view in pixels

Absolute world space view position (differs from the camera position in the shadow passes)

Absolute world space camera position

Horizontal and vertical position of the viewport in pixels within the buffer.

Number of temporal AA sample used across multiple to converge to anti aliased output.

Index of the Temporal AA jitter for this frame.

Offset of the temporal sample for this frame in pixel size.

Mip Level that Runtime Virtual Texture Output is rendering to.

World space derivatives for Runtime Virtual Texture Output.

Pre Exposure

Maximum mip level of Runtime Virtual Texture that Runtime Virtual Texture Output is rendering to.

Screen percentage at which the rendering resolution happens, to allow tech-art to remain consistent with dynamic resolution.

Post process volume user flags, useful for varying the behavior of a material per view

Horizontal and vertical first person field of view angles in radian

Tan(FirstPersonFieldOfView * 0.5)

Scaling factor applied to first person primitives to keep them from intersecting with the scene.

Near plane.

UMETA 

Horizontal and vertical size of the view's buffer in pixels

Horizontal and vertical field of view angles in radian

Tan(FieldOfView * 0.5)

Horizontal and vertical size of the view in pixels

Absolute world space view position (differs from the camera position in the shadow passes)

Absolute world space camera position

Horizontal and vertical position of the viewport in pixels within the buffer.

Number of temporal AA sample used across multiple to converge to anti aliased output.

Index of the Temporal AA jitter for this frame.

Offset of the temporal sample for this frame in pixel size.

Mip Level that Runtime Virtual Texture Output is rendering to.

World space derivatives for Runtime Virtual Texture Output.

Pre Exposure

Maximum mip level of Runtime Virtual Texture that Runtime Virtual Texture Output is rendering to.

Screen percentage at which the rendering resolution happens, to allow tech-art to remain consistent with dynamic resolution.

Post process volume user flags, useful for varying the behavior of a material per view

Horizontal and vertical first person field of view angles in radian

Tan(FirstPersonFieldOfView * 0.5)

Scaling factor applied to first person primitives to keep them from intersecting with the scene.

Near plane.

UMETA 

Horizontal and vertical size of the view's buffer in pixels

Horizontal and vertical field of view angles in radian

Tan(FieldOfView * 0.5)

Horizontal and vertical size of the view in pixels

Absolute world space view position (differs from the camera position in the shadow passes)

Absolute world space camera position

Horizontal and vertical position of the viewport in pixels within the buffer.

Number of temporal AA sample used across multiple to converge to anti aliased output.

Index of the Temporal AA jitter for this frame.

Offset of the temporal sample for this frame in pixel size.

Mip Level that Runtime Virtual Texture Output is rendering to.

World space derivatives for Runtime Virtual Texture Output.

Pre Exposure

Maximum mip level of Runtime Virtual Texture that Runtime Virtual Texture Output is rendering to.

Screen percentage at which the rendering resolution happens, to allow tech-art to remain consistent with dynamic resolution.

Post process volume user flags, useful for varying the behavior of a material per view

Horizontal and vertical first person field of view angles in radian

Tan(FirstPersonFieldOfView * 0.5)

Scaling factor applied to first person primitives to keep them from intersecting with the scene.

Near plane.

UMETA 

Horizontal and vertical size of the view's buffer in pixels

Horizontal and vertical field of view angles in radian

Tan(FieldOfView * 0.5)

Horizontal and vertical size of the view in pixels

Absolute world space view position (differs from the camera position in the shadow passes)

Absolute world space camera position

Horizontal and vertical position of the viewport in pixels within the buffer.

Number of temporal AA sample used across multiple to converge to anti aliased output.

Index of the Temporal AA jitter for this frame.

Offset of the temporal sample for this frame in pixel size.

Mip Level that Runtime Virtual Texture Output is rendering to.

World space derivatives for Runtime Virtual Texture Output.

Pre Exposure

Maximum mip level of Runtime Virtual Texture that Runtime Virtual Texture Output is rendering to.

Screen percentage at which the rendering resolution happens, to allow tech-art to remain consistent with dynamic resolution.

Post process volume user flags, useful for varying the behavior of a material per view

Horizontal and vertical first person field of view angles in radian

Tan(FirstPersonFieldOfView * 0.5)

Scaling factor applied to first person primitives to keep them from intersecting with the scene.

Near plane.

UMETA 

Horizontal and vertical size of the view's buffer in pixels

Horizontal and vertical field of view angles in radian

Tan(FieldOfView * 0.5)

Horizontal and vertical size of the view in pixels

Absolute world space view position (differs from the camera position in the shadow passes)

Absolute world space camera position

Horizontal and vertical position of the viewport in pixels within the buffer.

Number of temporal AA sample used across multiple to converge to anti aliased output.

Index of the Temporal AA jitter for this frame.

Offset of the temporal sample for this frame in pixel size.

Mip Level that Runtime Virtual Texture Output is rendering to.

World space derivatives for Runtime Virtual Texture Output.

Pre Exposure

Maximum mip level of Runtime Virtual Texture that Runtime Virtual Texture Output is rendering to.

Screen percentage at which the rendering resolution happens, to allow tech-art to remain consistent with dynamic resolution.

Post process volume user flags, useful for varying the behavior of a material per view

Horizontal and vertical first person field of view angles in radian

Tan(FirstPersonFieldOfView * 0.5)

Scaling factor applied to first person primitives to keep them from intersecting with the scene.

Near plane.

UMETA 

Horizontal and vertical size of the view's buffer in pixels

Horizontal and vertical field of view angles in radian

Tan(FieldOfView * 0.5)

Horizontal and vertical size of the view in pixels

Absolute world space view position (differs from the camera position in the shadow passes)

Absolute world space camera position

Horizontal and vertical position of the viewport in pixels within the buffer.

Number of temporal AA sample used across multiple to converge to anti aliased output.

Index of the Temporal AA jitter for this frame.

Offset of the temporal sample for this frame in pixel size.

Mip Level that Runtime Virtual Texture Output is rendering to.

World space derivatives for Runtime Virtual Texture Output.

Pre Exposure

Maximum mip level of Runtime Virtual Texture that Runtime Virtual Texture Output is rendering to.

Screen percentage at which the rendering resolution happens, to allow tech-art to remain consistent with dynamic resolution.

Post process volume user flags, useful for varying the behavior of a material per view

Horizontal and vertical first person field of view angles in radian

Tan(FirstPersonFieldOfView * 0.5)

Scaling factor applied to first person primitives to keep them from intersecting with the scene.

Near plane.

UMETA 

Horizontal and vertical size of the view's buffer in pixels

Horizontal and vertical field of view angles in radian

Tan(FieldOfView * 0.5)

Horizontal and vertical size of the view in pixels

Absolute world space view position (differs from the camera position in the shadow passes)

Absolute world space camera position

Horizontal and vertical position of the viewport in pixels within the buffer.

Number of temporal AA sample used across multiple to converge to anti aliased output.

Index of the Temporal AA jitter for this frame.

Offset of the temporal sample for this frame in pixel size.

Mip Level that Runtime Virtual Texture Output is rendering to.

World space derivatives for Runtime Virtual Texture Output.

Pre Exposure

Maximum mip level of Runtime Virtual Texture that Runtime Virtual Texture Output is rendering to.

Screen percentage at which the rendering resolution happens, to allow tech-art to remain consistent with dynamic resolution.

Post process volume user flags, useful for varying the behavior of a material per view

Horizontal and vertical first person field of view angles in radian

Tan(FirstPersonFieldOfView * 0.5)

Scaling factor applied to first person primitives to keep them from intersecting with the scene.

Near plane.

UMETA 

Horizontal and vertical size of the view's buffer in pixels

Horizontal and vertical field of view angles in radian

Tan(FieldOfView * 0.5)

Horizontal and vertical size of the view in pixels

Absolute world space view position (differs from the camera position in the shadow passes)

Absolute world space camera position

Horizontal and vertical position of the viewport in pixels within the buffer.

Number of temporal AA sample used across multiple to converge to anti aliased output.

Index of the Temporal AA jitter for this frame.

Offset of the temporal sample for this frame in pixel size.

Mip Level that Runtime Virtual Texture Output is rendering to.

World space derivatives for Runtime Virtual Texture Output.

Pre Exposure

Maximum mip level of Runtime Virtual Texture that Runtime Virtual Texture Output is rendering to.

Screen percentage at which the rendering resolution happens, to allow tech-art to remain consistent with dynamic resolution.

Post process volume user flags, useful for varying the behavior of a material per view

Horizontal and vertical first person field of view angles in radian

Tan(FirstPersonFieldOfView * 0.5)

Scaling factor applied to first person primitives to keep them from intersecting with the scene.

Near plane.

UMETA 

Horizontal and vertical size of the view's buffer in pixels

Horizontal and vertical field of view angles in radian

Tan(FieldOfView * 0.5)

Horizontal and vertical size of the view in pixels

Absolute world space view position (differs from the camera position in the shadow passes)

Absolute world space camera position

Horizontal and vertical position of the viewport in pixels within the buffer.

Number of temporal AA sample used across multiple to converge to anti aliased output.

Index of the Temporal AA jitter for this frame.

Offset of the temporal sample for this frame in pixel size.

Mip Level that Runtime Virtual Texture Output is rendering to.

World space derivatives for Runtime Virtual Texture Output.

Pre Exposure

Maximum mip level of Runtime Virtual Texture that Runtime Virtual Texture Output is rendering to.

Screen percentage at which the rendering resolution happens, to allow tech-art to remain consistent with dynamic resolution.

Post process volume user flags, useful for varying the behavior of a material per view

Horizontal and vertical first person field of view angles in radian

Tan(FirstPersonFieldOfView * 0.5)

Scaling factor applied to first person primitives to keep them from intersecting with the scene.

Near plane.

UMETA 

Horizontal and vertical size of the view's buffer in pixels

Horizontal and vertical field of view angles in radian

Tan(FieldOfView * 0.5)

Horizontal and vertical size of the view in pixels

Absolute world space view position (differs from the camera position in the shadow passes)

Absolute world space camera position

Horizontal and vertical position of the viewport in pixels within the buffer.

Number of temporal AA sample used across multiple to converge to anti aliased output.

Index of the Temporal AA jitter for this frame.

Offset of the temporal sample for this frame in pixel size.

Mip Level that Runtime Virtual Texture Output is rendering to.

World space derivatives for Runtime Virtual Texture Output.

Pre Exposure

Maximum mip level of Runtime Virtual Texture that Runtime Virtual Texture Output is rendering to.

Screen percentage at which the rendering resolution happens, to allow tech-art to remain consistent with dynamic resolution.

Post process volume user flags, useful for varying the behavior of a material per view

Horizontal and vertical first person field of view angles in radian

Tan(FirstPersonFieldOfView * 0.5)

Scaling factor applied to first person primitives to keep them from intersecting with the scene.

Near plane.

UMETA 

Horizontal and vertical size of the view's buffer in pixels

Horizontal and vertical field of view angles in radian

Tan(FieldOfView * 0.5)

Horizontal and vertical size of the view in pixels

Absolute world space view position (differs from the camera position in the shadow passes)

Absolute world space camera position

Horizontal and vertical position of the viewport in pixels within the buffer.

Number of temporal AA sample used across multiple to converge to anti aliased output.

Index of the Temporal AA jitter for this frame.

Offset of the temporal sample for this frame in pixel size.

Mip Level that Runtime Virtual Texture Output is rendering to.

World space derivatives for Runtime Virtual Texture Output.

Pre Exposure

Maximum mip level of Runtime Virtual Texture that Runtime Virtual Texture Output is rendering to.

Screen percentage at which the rendering resolution happens, to allow tech-art to remain consistent with dynamic resolution.

Post process volume user flags, useful for varying the behavior of a material per view

Horizontal and vertical first person field of view angles in radian

Tan(FirstPersonFieldOfView * 0.5)

Scaling factor applied to first person primitives to keep them from intersecting with the scene.

Near plane.

UMETA 

Horizontal and vertical size of the view's buffer in pixels

Horizontal and vertical field of view angles in radian

Tan(FieldOfView * 0.5)

Horizontal and vertical size of the view in pixels

Absolute world space view position (differs from the camera position in the shadow passes)

Absolute world space camera position

Horizontal and vertical position of the viewport in pixels within the buffer.

Number of temporal AA sample used across multiple to converge to anti aliased output.

Index of the Temporal AA jitter for this frame.

Offset of the temporal sample for this frame in pixel size.

Mip Level that Runtime Virtual Texture Output is rendering to.

World space derivatives for Runtime Virtual Texture Output.

Pre Exposure

Maximum mip level of Runtime Virtual Texture that Runtime Virtual Texture Output is rendering to.

Screen percentage at which the rendering resolution happens, to allow tech-art to remain consistent with dynamic resolution.

Post process volume user flags, useful for varying the behavior of a material per view

Horizontal and vertical first person field of view angles in radian

Tan(FirstPersonFieldOfView * 0.5)

Scaling factor applied to first person primitives to keep them from intersecting with the scene.

Near plane.

UMETA 

Horizontal and vertical size of the view's buffer in pixels

Horizontal and vertical field of view angles in radian

Tan(FieldOfView * 0.5)

Horizontal and vertical size of the view in pixels

Absolute world space view position (differs from the camera position in the shadow passes)

Absolute world space camera position

Horizontal and vertical position of the viewport in pixels within the buffer.

Number of temporal AA sample used across multiple to converge to anti aliased output.

Index of the Temporal AA jitter for this frame.

Offset of the temporal sample for this frame in pixel size.

Mip Level that Runtime Virtual Texture Output is rendering to.

World space derivatives for Runtime Virtual Texture Output.

Pre Exposure

Maximum mip level of Runtime Virtual Texture that Runtime Virtual Texture Output is rendering to.

Screen percentage at which the rendering resolution happens, to allow tech-art to remain consistent with dynamic resolution.

Post process volume user flags, useful for varying the behavior of a material per view

Horizontal and vertical first person field of view angles in radian

Tan(FirstPersonFieldOfView * 0.5)

Scaling factor applied to first person primitives to keep them from intersecting with the scene.

Near plane.

MEVP_MAX