Go to the source code of this file.
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| enum | EMaterialUsage : int {
MATUSAGE_SkeletalMesh
, MATUSAGE_ParticleSprites
, MATUSAGE_BeamTrails
, MATUSAGE_MeshParticles
,
MATUSAGE_StaticLighting
, MATUSAGE_MorphTargets
, MATUSAGE_SplineMesh
, MATUSAGE_InstancedStaticMeshes
,
MATUSAGE_GeometryCollections
, MATUSAGE_Clothing
, MATUSAGE_NiagaraSprites
, MATUSAGE_NiagaraRibbons
,
MATUSAGE_NiagaraMeshParticles
, MATUSAGE_GeometryCache
, MATUSAGE_Water
, MATUSAGE_HairStrands
,
MATUSAGE_LidarPointCloud
, MATUSAGE_VirtualHeightfieldMesh
, MATUSAGE_Nanite
, MATUSAGE_Voxels
,
MATUSAGE_VolumetricCloud
, MATUSAGE_HeterogeneousVolumes
, MATUSAGE_StaticMesh
, MATUSAGE_MAX
} |
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| ENGINE_API EMaterialQualityLevel::Type | GetCurrentMaterialQualityLevelChecked () |
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| | DECLARE_MULTICAST_DELEGATE_OneParam (FOnBaseMaterialIsSet, UMaterialInterface *) |
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| void | ProcessSerializedInlineShaderMaps (UMaterialInterface *Owner, TArray< FMaterialResource > &LoadedResources, TArray< FMaterialResource * > &OutMaterialResourcesLoaded) |
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| FMaterialResource * | FindMaterialResource (const TArray< FMaterialResource * > &MaterialResources, ERHIFeatureLevel::Type InFeatureLevel, EMaterialQualityLevel::Type QualityLevel, bool bAllowDefaultQuality) |
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| FMaterialResource * | FindMaterialResource (TArray< FMaterialResource * > &MaterialResources, ERHIFeatureLevel::Type InFeatureLevel, EMaterialQualityLevel::Type QualityLevel, bool bAllowDefaultQuality) |
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| FMaterialResource * | FindMaterialResource (const TArray< FMaterialResource * > &MaterialResources, EShaderPlatform InShaderPlatform, EMaterialQualityLevel::Type QualityLevel, bool bAllowDefaultQuality) |
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| FMaterialResource * | FindMaterialResource (TArray< FMaterialResource * > &MaterialResources, EShaderPlatform InShaderPlatform, EMaterialQualityLevel::Type QualityLevel, bool bAllowDefaultQuality) |
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| ENGINE_API FMaterialResource * | FindOrCreateMaterialResource (TArray< FMaterialResource * > &MaterialResources, UMaterial *OwnerMaterial, UMaterialInstance *OwnerMaterialInstance, ERHIFeatureLevel::Type InFeatureLevel, EMaterialQualityLevel::Type QualityLevel) |
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| ENGINE_API FMaterialResource * | FindOrCreateMaterialResource (TArray< FMaterialResource * > &MaterialResources, UMaterial *OwnerMaterial, UMaterialInstance *OwnerMaterialInstance, EShaderPlatform InShaderPlatform, EMaterialQualityLevel::Type QualityLevel) |
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◆ FMaterialResourceDeferredDeletionArray
◆ TMicRecursionGuard
◆ EMaterialUsage
| Enumerator |
|---|
| MATUSAGE_SkeletalMesh | |
| MATUSAGE_ParticleSprites | |
| MATUSAGE_BeamTrails | |
| MATUSAGE_MeshParticles | |
| MATUSAGE_StaticLighting | |
| MATUSAGE_MorphTargets | |
| MATUSAGE_SplineMesh | |
| MATUSAGE_InstancedStaticMeshes | |
| MATUSAGE_GeometryCollections | |
| MATUSAGE_Clothing | |
| MATUSAGE_NiagaraSprites | |
| MATUSAGE_NiagaraRibbons | |
| MATUSAGE_NiagaraMeshParticles | |
| MATUSAGE_GeometryCache | |
| MATUSAGE_Water | |
| MATUSAGE_HairStrands | |
| MATUSAGE_LidarPointCloud | |
| MATUSAGE_VirtualHeightfieldMesh | |
| MATUSAGE_Nanite | |
| MATUSAGE_Voxels | |
| MATUSAGE_VolumetricCloud | |
| MATUSAGE_HeterogeneousVolumes | |
| MATUSAGE_StaticMesh | |
| MATUSAGE_MAX | |
◆ DECLARE_MULTICAST_DELEGATE_OneParam()
◆ FindMaterialResource() [1/4]
◆ FindMaterialResource() [2/4]
◆ FindMaterialResource() [3/4]
◆ FindMaterialResource() [4/4]
◆ FindOrCreateMaterialResource() [1/2]
◆ FindOrCreateMaterialResource() [2/2]
◆ GetCurrentMaterialQualityLevelChecked()
◆ ProcessSerializedInlineShaderMaps()
Helper function to process (register) serialized inline shader maps for the given material resources.