UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
FMaterial Member List

This is the complete list of members for FMaterial, including all inherited members.

AddRef() constFMaterialinline
AddReferencedObjects(FReferenceCollector &Collector)FMaterialvirtual
AllowNegativeEmissiveColor() constFMaterialinlinevirtual
AllowPixelDepthOffset() constFMaterialinlineprotected
AllowTranslucentLocalLightShadow() constFMaterialinlinevirtual
BuildShaderMapId(FMaterialShaderMapId &OutId, EShaderPlatform Platform, const ITargetPlatform *TargetPlatform, EMaterialKeyInclude IncludeFlags=EMaterialKeyInclude::All) constFMaterialinline
BuildShaderMapId(FMaterialShaderMapId &OutId, const ITargetPlatform *TargetPlatform, EMaterialKeyInclude IncludeFlags=EMaterialKeyInclude::All) constFMaterialinline
BuildShaderMapIdOverride(const FBuildShaderMapIdArgs &Args) constFMaterialprotectedvirtual
CacheShaders(EShaderPlatform Platform, EMaterialShaderPrecompileMode PrecompileMode=EMaterialShaderPrecompileMode::Default, const ITargetPlatform *TargetPlatform=nullptr)FMaterial
CacheShaders(EMaterialShaderPrecompileMode PrecompileMode=EMaterialShaderPrecompileMode::Default, const ITargetPlatform *TargetPlatform=nullptr)FMaterial
CacheShaders(const FMaterialShaderMapId &ShaderMapId, EShaderPlatform Platform, EMaterialShaderPrecompileMode PrecompileMode=EMaterialShaderPrecompileMode::Default, const ITargetPlatform *TargetPlatform=nullptr)FMaterial
CacheShaders(const FMaterialShaderMapId &ShaderMapId, EMaterialShaderPrecompileMode PrecompileMode=EMaterialShaderPrecompileMode::Default, const ITargetPlatform *TargetPlatform=nullptr)FMaterial
CastsRayTracedShadows() constFMaterialinlinevirtual
ClearPrecachedPSORequestIDs()FMaterial
CollectPSOs(ERHIFeatureLevel::Type InFeatureLevel, const FPSOPrecacheVertexFactoryDataList &VertexFactoryDataList, const FPSOPrecacheParams &PreCacheParams, EPSOPrecachePriority Priority, TArray< FMaterialPSOPrecacheRequestID > &OutMaterialPSORequestIDs)FMaterial
CollectPSOs(const FPSOPrecacheVertexFactoryDataList &VertexFactoryDataList, const FPSOPrecacheParams &PreCacheParams, EPSOPrecachePriority Priority, TArray< FMaterialPSOPrecacheRequestID > &OutMaterialPSORequestIDs)FMaterial
CompileCustomAttribute(const FGuid &AttributeID, class FMaterialCompiler *Compiler) constFMaterialinlineprotectedvirtual
CompilePropertyAndSetMaterialProperty(EMaterialProperty Property, class FMaterialCompiler *Compiler, EShaderFrequency OverrideShaderFrequency=SF_NumFrequencies, bool bUsePreviousFrameTime=false) const =0FMaterialprotectedpure virtual
ComputeFogPerPixel() constFMaterialinlinevirtual
DeferredDelete(FMaterial *Material)FMaterialstatic
DeferredDeleteArray(TArray< TRefCountPtr< TMaterial > > &Materials)FMaterialinlinestatic
DeferredDeleteArray(TArray< TMaterial * > &Materials)FMaterialinlinestatic
DeleteMaterialsOnRenderThread(TArray< TRefCountPtr< FMaterial > > &MaterialsRenderThread)FMaterialstatic
DiscardShaderMap()FMaterial
DumpDebugInfo(FOutputDevice &OutputDevice)FMaterial
FeedbackMaterialLayersInstancedGraphFromCompilation(const FMaterialLayersFunctions *InLayers)FMaterialinlinevirtual
FHLSLMaterialTranslatorFMaterialfriend
FMaterial()FMaterialinline
FMaterialHLSLErrorHandlerFMaterialfriend
FMaterialShaderMapFMaterialfriend
FShaderCompilingManagerFMaterialfriend
GetAllowDevelopmentShaderCompile() constFMaterialinlinevirtual
GetAssetName() constFMaterialinlinevirtual
GetBaseMaterialPathName() constFMaterialinlineprotectedvirtual
GetBlendableLocation() constFMaterialinlinevirtual
GetBlendableOutputAlpha() constFMaterialinlinevirtual
GetBlendablePriority() constFMaterialinlinevirtual
GetBlendMode() const =0FMaterialpure virtual
GetCachedExpressionData() constFMaterial
GetCastDynamicShadowAsMasked() const =0FMaterialpure virtual
GetCustomDepthStencilUsageMask_GameThread() constFMaterial
GetDebugName() constFMaterialinlineprotectedvirtual
GetDependentShaderAndVFTypes(EShaderPlatform Platform, const FPlatformTypeLayoutParameters &LayoutParams, TArray< FShaderType * > &OutShaderTypes, TArray< const FShaderPipelineType * > &OutShaderPipelineTypes, TArray< FVertexFactoryType * > &OutVFTypes) constFMaterialprotected
GetDependentShaderAndVFTypes(const FPlatformTypeLayoutParameters &LayoutParams, TArray< FShaderType * > &OutShaderTypes, TArray< const FShaderPipelineType * > &OutShaderPipelineTypes, TArray< FVertexFactoryType * > &OutVFTypes) constFMaterialprotected
GetDisablePreExposureScale() constFMaterialinlinevirtual
GetDisplacementFadeRange() constFMaterialinlinevirtual
GetDisplacementScaling() constFMaterialinlinevirtual
GetFeatureLevel() constFMaterialinline
GetForceCompatibleWithLightFunctionAtlas() constFMaterialinlinevirtual
GetForwardBlendsSkyLightCubemaps() constFMaterialinlinevirtual
GetFriendlyName() const =0FMaterialpure virtual
GetFullPath() constFMaterialinlinevirtual
GetGameThreadShaderMap() constFMaterialinline
GetLoadedCookedShaderMapId() constFMaterialinlineprotected
GetMaterialDecalResponse() constFMaterialinlinevirtual
GetMaterialDomain() const =0FMaterialpure virtual
GetMaterialExpressionSource(FString &OutSource)FMaterial
GetMaterialFloatPrecisionMode() constFMaterialinlinevirtual
GetMaterialId() const =0FMaterialprotectedpure virtual
GetMaterialInterface() constFMaterialinlinevirtual
GetMaterialLayers() constFMaterialinlinevirtual
GetMaterialPSOPrecacheRequestIDs() constFMaterial
GetMaterialShaderMapUsage() constFMaterialinlinevirtual
GetMaterialTranslateValidationFlags() constFMaterialinlinevirtual
GetMaterialUsageDescription() const =0FMaterialpure virtual
GetNeuralProfileId() constFMaterialinlinevirtual
GetNumCustomizedUVs() constFMaterialinlinevirtual
GetNumMaterialCacheTags() constFMaterialinlinevirtual
GetOpacityMaskClipValue() const =0FMaterialpure virtual
GetOwnerFName() constFMaterial
GetPixelDepthOffsetMode() constFMaterialinlinevirtual
GetPreshaderGap() constFMaterialinlinevirtual
GetPreshaderStats(uint32 &TotalParameters, uint32 &TotalOps) constFMaterial
GetQualityLevel() constFMaterialinline
GetRefCount() constFMaterialinline
GetReferencedTextureCollections() const =0FMaterialpure virtual
GetReferencedTextures() const =0FMaterialpure virtual
GetRefractionCoverageMode() constFMaterialinlinevirtual
GetRefractionDepthBiasValue() constFMaterialinlinevirtual
GetRefractionMode() constFMaterialvirtual
GetRenderingThreadShaderMap() constFMaterial
GetRootNodeOverridesDefaultRefraction() const =0FMaterialpure virtual
GetRuntimeVirtualTextureOutputAttibuteMask_GameThread() constFMaterial
GetRuntimeVirtualTextureOutputAttibuteMask_RenderThread() constFMaterial
GetShader(FVertexFactoryType *VertexFactoryType, const typename ShaderType::FPermutationDomain &PermutationVector, bool bFatalIfMissing=true) constFMaterialinline
GetShader(FVertexFactoryType *VertexFactoryType, int32 PermutationId=0, bool bFatalIfMissing=true) constFMaterialinline
GetShaderMapId(EShaderPlatform Platform, const ITargetPlatform *TargetPlatform, FMaterialShaderMapId &OutId) constFMaterialinlinevirtual
GetShaderMapToUse() constFMaterialprotected
GetShaderMapUsage() constFMaterialinlineprotectedvirtual
GetShaderPipeline(class FShaderPipelineType *ShaderPipelineType, FVertexFactoryType *VertexFactoryType, bool bFatalIfNotFound=true) constFMaterial
GetShaderPlatform() constFMaterialinline
GetShaderTags(TArray< FName > &OutShaderTags) constFMaterialinlinevirtual
GetShadingModels() const =0FMaterialpure virtual
GetShadingRate() constFMaterialinlinevirtual
GetStencilCompare() constFMaterialinlinevirtual
GetStencilRefValue() constFMaterialinlinevirtual
GetTranslucencyDirectionalLightingIntensity() constFMaterialinlinevirtual
GetTranslucencyLightingMode() constFMaterialinlinevirtual
GetTranslucentBackscatteringExponent() constFMaterialinlinevirtual
GetTranslucentDirectionalLightShadowQuality() constFMaterialinlinevirtual
GetTranslucentLocalLightShadowQuality() constFMaterialinlinevirtual
GetTranslucentMultipleScatteringExtinction() constFMaterialinlinevirtual
GetTranslucentSelfShadowDensityScale() constFMaterialinlinevirtual
GetTranslucentSelfShadowSecondDensityScale() constFMaterialinlinevirtual
GetTranslucentSelfShadowSecondOpacity() constFMaterialinlinevirtual
GetTranslucentShadowDensityScale() constFMaterialinlinevirtual
GetTranslucentShadowStartOffset() constFMaterialinlinevirtual
GetUniform2DArrayTextureExpressions() constFMaterialinline
GetUniform2DTextureExpressions() constFMaterialinline
GetUniformCubeTextureExpressions() constFMaterialinline
GetUniformExpressions() constFMaterial
GetUniformNumericParameterExpressions() constFMaterial
GetUniformSparseVolumeTextureExpressions() constFMaterialinline
GetUniformTextureCollectionExpressions() constFMaterial
GetUniformTextureExpressions(EMaterialTextureParameterType Type) constFMaterial
GetUniformVirtualTextureExpressions() constFMaterialinline
GetUniformVolumeTextureExpressions() constFMaterialinline
GetUniqueAssetName(EShaderPlatform Platform, const FMaterialShaderMapId &ShaderMapId) constFMaterialinline
GetUniqueAssetName(const FMaterialShaderMapId &ShaderMapId) constFMaterialinline
GetUsesDynamicParameter() constFMaterialinline
HasAmbientOcclusionConnected() constFMaterialinlinevirtual
HasAnisotropyConnected() constFMaterialinlinevirtual
HasBaseColorConnected() constFMaterialinlinevirtual
HasDisplacementConnected() constFMaterialinlinevirtual
HasEmissiveColorConnected() constFMaterialinlinevirtual
HasFirstPersonOutput() constFMaterialinlinevirtual
HasMaterialCacheOutput() constFMaterialinlinevirtual
HasMaterialPropertyConnected(EMaterialProperty In) constFMaterialinlinevirtual
HasMetallicConnected() constFMaterialinlinevirtual
HasNormalConnected() constFMaterialinlinevirtual
HasPerInstanceCustomData() constFMaterialinlinevirtual
HasPerInstanceRandom() constFMaterialinlinevirtual
HasPixelAnimation() constFMaterialinlinevirtual
HasPixelDepthOffsetConnected() constFMaterialinlinevirtual
HasRenderTracePhysicalMaterialOutputs() constFMaterialinlinevirtual
HasRoughnessConnected() constFMaterialinlinevirtual
HasRuntimeVirtualTextureOutput() constFMaterialinlinevirtual
HasShaders(const FMaterialShaderTypes &InTypes, const FVertexFactoryType *InVertexFactoryType) constFMaterial
HasSpecularConnected() constFMaterialinlinevirtual
HasSubstrateRoughnessTracking() constFMaterialinlinevirtual
HasValidGameThreadShaderMap() constFMaterial
HasVertexInterpolator() constFMaterialinlinevirtual
HasVertexPositionOffsetConnected() constFMaterialinlinevirtual
IsDefaultMaterial() constFMaterialinlinevirtual
IsDeferredDecal() const =0FMaterialpure virtual
IsDisplacementFadeEnabled() constFMaterialinlinevirtual
IsDistorted() constFMaterialinlinevirtual
IsDitheredLODTransition() const =0FMaterialpure virtual
IsDitherMasked() constFMaterialinlinevirtual
IsDualBlendingEnabled(EShaderPlatform Platform) const finalFMaterialinlinevirtual
IsDualBlendingEnabled() constFMaterialinlinevirtual
IsFullyRough() constFMaterialinlinevirtual
IsGameThreadShaderMapComplete() constFMaterialinline
IsLightFunction() const =0FMaterialpure virtual
IsMasked() const =0FMaterialpure virtual
IsMobileSeparateTranslucencyEnabled() constFMaterialinlinevirtual
IsNonmetal() constFMaterialinlinevirtual
IsOwnerBeginDestroyed() constFMaterialinline
IsPersistent() const =0FMaterialpure virtual
IsPostProcessMaterial() constFMaterialinlinevirtual
IsPreview() constFMaterialinlinevirtual
IsRenderingThreadShaderMapComplete() constFMaterialinline
IsRequiredComplete() constFMaterial
IsShadingModelFromMaterialExpression() const =0FMaterialpure virtual
IsSky() constFMaterialinlinevirtual
IsSpecialEngineMaterial() const =0FMaterialpure virtual
IsStencilTestEnabled() constFMaterialinlinevirtual
IsSubstrateMaterial() constFMaterialinlinevirtual
IsTangentSpaceNormal() constFMaterialinlinevirtual
IsTessellationEnabled() constFMaterialinlinevirtual
IsThinSurface() const =0FMaterialpure virtual
IsTranslucencyAfterDOFEnabled() constFMaterialinlinevirtual
IsTranslucencyAfterMotionBlurEnabled() constFMaterialinlinevirtual
IsTranslucencyVelocityFromDepth() constFMaterialinlinevirtual
IsTranslucencyWritingCustomDepth() constFMaterialinlinevirtual
IsTranslucencyWritingFrontLayerTransparency() constFMaterialinlinevirtual
IsTranslucencyWritingVelocity() constFMaterialinlinevirtual
IsTwoSided() const =0FMaterialpure virtual
IsUIMaterial() const =0FMaterialpure virtual
IsUsedWithAPEXCloth() constFMaterialinlinevirtual
IsUsedWithBeamTrails() constFMaterialinlinevirtual
IsUsedWithEditorCompositing() constFMaterialinlinevirtual
IsUsedWithGeometryCache() constFMaterialinlinevirtual
IsUsedWithGeometryCollections() constFMaterialinlinevirtual
IsUsedWithHairStrands() constFMaterialinlinevirtual
IsUsedWithHeterogeneousVolumes() constFMaterialinlinevirtual
IsUsedWithInstancedStaticMeshes() constFMaterialinlinevirtual
IsUsedWithLandscape() constFMaterialinlinevirtual
IsUsedWithLidarPointCloud() constFMaterialinlinevirtual
IsUsedWithMeshParticles() constFMaterialinlinevirtual
IsUsedWithMorphTargets() constFMaterialinlinevirtual
IsUsedWithNanite() constFMaterialinlinevirtual
IsUsedWithNeuralNetworks() constFMaterialinlinevirtual
IsUsedWithNiagaraMeshParticles() constFMaterialinlinevirtual
IsUsedWithNiagaraRibbons() constFMaterialinlinevirtual
IsUsedWithNiagaraSprites() constFMaterialinlinevirtual
IsUsedWithParticleSprites() constFMaterialinlinevirtual
IsUsedWithParticleSystem() constFMaterialinlinevirtual
IsUsedWithSkeletalMesh() constFMaterialinlinevirtual
IsUsedWithSplineMeshes() constFMaterialinlinevirtual
IsUsedWithStaticLighting() constFMaterialinlinevirtual
IsUsedWithStaticMesh() constFMaterialinlinevirtual
IsUsedWithUI() constFMaterialinlinevirtual
IsUsedWithVirtualHeightfieldMesh() constFMaterialinlinevirtual
IsUsedWithVolumetricCloud() constFMaterialinlinevirtual
IsUsedWithVoxels() constFMaterialinlinevirtual
IsUsedWithWater() constFMaterialinlinevirtual
IsUsingAlphaToCoverage() constFMaterialinlinevirtual
IsUsingHQForwardReflections() constFMaterialinlinevirtual
IsUsingPlanarForwardReflections() constFMaterialinlinevirtual
IsUsingPreintegratedGFForSimpleIBL() constFMaterialinlinevirtual
IsVariableRateShadingAllowed() constFMaterialinlinevirtual
IsVolumetricPrimitive() const =0FMaterialpure virtual
IsWireframe() const =0FMaterialpure virtual
LegacySerialize(FArchive &Ar)FMaterialvirtual
MaterialGetSubstrateClosureCount_GameThread() constFMaterial
MaterialGetSubstrateClosureCount_RenderThread() constFMaterial
MaterialGetSubstrateMaterialBsdfFeatures_GameThread() constFMaterial
MaterialGetSubstrateMaterialBsdfFeatures_RenderThread() constFMaterial
MaterialGetSubstrateMaterialType_GameThread() constFMaterial
MaterialGetSubstrateMaterialType_RenderThread() constFMaterial
MaterialGetSubstrateTileType_GameThread() constFMaterial
MaterialGetSubstrateTileType_RenderThread() constFMaterial
MaterialGetSubstrateUintPerPixel_GameThread() constFMaterial
MaterialGetSubstrateUintPerPixel_RenderThread() constFMaterial
MaterialIsLightFunctionAtlasCompatible_GameThread() constFMaterial
MaterialIsLightFunctionAtlasCompatible_RenderThread() constFMaterial
MaterialMayModifyMeshPosition() constFMaterial
MaterialModifiesMeshPosition_GameThread() constFMaterial
MaterialModifiesMeshPosition_RenderThread() constFMaterial
MaterialUsesAnisotropy_GameThread() constFMaterial
MaterialUsesAnisotropy_RenderThread() constFMaterial
MaterialUsesDisplacement_GameThread() constFMaterial
MaterialUsesDisplacement_RenderThread() constFMaterial
MaterialUsesDistanceCullFade_GameThread() constFMaterial
MaterialUsesMotionVectorWorldOffset_GameThread() constFMaterial
MaterialUsesMotionVectorWorldOffset_RenderThread() constFMaterial
MaterialUsesPixelDepthOffset_GameThread() constFMaterial
MaterialUsesPixelDepthOffset_RenderThread() constFMaterial
MaterialUsesSceneDepthLookup_GameThread() constFMaterial
MaterialUsesSceneDepthLookup_RenderThread() constFMaterial
MaterialUsesTemporalResponsiveness_GameThread() constFMaterial
MaterialUsesTemporalResponsiveness_RenderThread() constFMaterial
MaterialUsesWorldPositionOffset_GameThread() constFMaterial
MaterialUsesWorldPositionOffset_RenderThread() constFMaterial
NeedsGBuffer() constFMaterial
NeedsSceneTextures() constFMaterial
PrepareDestroy_GameThread()FMaterialvirtual
PrepareDestroy_RenderThread()FMaterialvirtual
RegisterInlineShaderMap(bool bLoadingCooked)FMaterial
Release() constFMaterialinline
ReleaseShaderMap()FMaterial
RequiresSceneColorCopy_GameThread() constFMaterial
RequiresSceneColorCopy_RenderThread() constFMaterial
RequiresSynchronousCompilation() constFMaterialinlinevirtual
SamplesMaterialCache() constFMaterialinlinevirtual
SaveShaderStableKeys(EShaderPlatform TargetShaderPlatform, struct FStableShaderKeyAndValue &SaveKeyVal)FMaterial
SaveShaderStableKeys(struct FStableShaderKeyAndValue &SaveKeyVal)FMaterial
SerializeInlineShaderMap(FArchive &Ar, const FName &SerializingAsset=NAME_None)FMaterial
SetAllowPixelDepthOffset(bool bEnable)FMaterialinlineprotected
SetGameThreadShaderMap(FMaterialShaderMap *InMaterialShaderMap)FMaterial
SetInlineShaderMap(FMaterialShaderMap *InMaterialShaderMap)FMaterial
SetOwnerBeginDestroyed()FMaterialinline
SetQualityLevelProperties(ERHIFeatureLevel::Type InFeatureLevel, EMaterialQualityLevel::Type InQualityLevel=EMaterialQualityLevel::Num)FMaterialinlineprotected
SetQualityLevelProperties(EShaderPlatform InShaderPlatform, EMaterialQualityLevel::Type InQualityLevel=EMaterialQualityLevel::Num)FMaterialinlineprotected
SetRenderingThreadShaderMap(TRefCountPtr< FMaterialShaderMap > &InMaterialShaderMap)FMaterial
SetShaderMapsOnMaterialResources(const TMap< TRefCountPtr< FMaterial >, TRefCountPtr< FMaterialShaderMap > > &MaterialsToUpdate)FMaterialstatic
SetupExtraCompilationSettings(const EShaderPlatform Platform, FExtraShaderCompilerSettings &Settings) const finalFMaterialinlinevirtual
SetupExtraCompilationSettings(FExtraShaderCompilerSettings &Settings) constFMaterialinlinevirtual
ShouldAlwaysEvaluateWorldPositionOffset() constFMaterialinlinevirtual
ShouldApplyCloudFogging() constFMaterialinlinevirtual
ShouldApplyFogging() constFMaterialinlinevirtual
ShouldCache(EShaderPlatform Platform, const FShaderType *ShaderType, const FVertexFactoryType *VertexFactoryType) const finalFMaterialvirtual
ShouldCache(const FShaderType *ShaderType, const FVertexFactoryType *VertexFactoryType) constFMaterialvirtual
ShouldCachePipeline(EShaderPlatform Platform, const FShaderPipelineType *PipelineType, const FVertexFactoryType *VertexFactoryType) constFMaterial
ShouldCachePipeline(const FShaderPipelineType *PipelineType, const FVertexFactoryType *VertexFactoryType) constFMaterial
ShouldCacheShaders(const EShaderPlatform ShaderPlatform, const FMaterialShaderTypes &InTypes, const FVertexFactoryType *InVertexFactoryType) constFMaterial
ShouldCacheShaders(const FMaterialShaderTypes &InTypes, const FVertexFactoryType *InVertexFactoryType) constFMaterial
ShouldCastDynamicShadows() constFMaterialinline
ShouldDisableDepthTest() constFMaterialinlinevirtual
ShouldDoContactShadows() constFMaterialinlinevirtual
ShouldDoSSR() constFMaterialinlinevirtual
ShouldEnableResponsiveAA() constFMaterialinlinevirtual
ShouldGenerateSphericalParticleNormals() constFMaterialinlinevirtual
ShouldWriteOnlyAlpha() constFMaterialinlinevirtual
TryGetShaders(const FMaterialShaderTypes &InTypes, const FVertexFactoryType *InVertexFactoryType, FMaterialShaders &OutShaders) constFMaterial
UE::Cook::FODSCClientDataFMaterialfriend
UpdateInlineShaderMapIsComplete()FMaterial
UseLmDirectionality() constFMaterialinlinevirtual
UseNormalCurvatureToRoughness() constFMaterialinlinevirtual
UsesEyeAdaptation() constFMaterial
UsesGlobalDistanceField_GameThread() constFMaterial
UsesMotionVectorWorldOffset() constFMaterialinlinevirtual
UsesTemporalResponsiveness() constFMaterialinlinevirtual
WritesEveryPixel(bool bShadowPass=false) constFMaterial
WritesEveryPixel(bool bShadowPass, bool bVFTypeSupportsNullPixelShader) constFMaterial
~FMaterial()FMaterialvirtual