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

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

AddRef() constFMaterialinline
AddReferencedObjects(FReferenceCollector &Collector) overrideFMaterialResourcevirtual
AllowNegativeEmissiveColor() const overrideFMaterialResourcevirtual
AllowPixelDepthOffset() constFMaterialinlineprotected
AllowTranslucentLocalLightShadow() const overrideFMaterialResourcevirtual
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) const overrideFMaterialResourceprotectedvirtual
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() const overrideFMaterialResourcevirtual
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, FMaterialCompiler *Compiler) const overrideFMaterialResourceprotectedvirtual
CompilePropertyAndSetMaterialProperty(EMaterialProperty Property, class FMaterialCompiler *Compiler, EShaderFrequency OverrideShaderFrequency, bool bUsePreviousFrameTime) const overrideFMaterialResourceprotectedvirtual
ComputeFogPerPixel() const overrideFMaterialResourcevirtual
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) overrideFMaterialResourcevirtual
FMaterial()FMaterialinline
FMaterialResource()FMaterialResource
GetAllowDevelopmentShaderCompile() const overrideFMaterialResourcevirtual
GetAssetName() const overrideFMaterialResourcevirtual
GetBaseMaterialPathName() const overrideFMaterialResourceprotectedvirtual
GetBlendableLocation() const overrideFMaterialResourcevirtual
GetBlendableOutputAlpha() const overrideFMaterialResourcevirtual
GetBlendablePriority() const overrideFMaterialResourcevirtual
GetBlendMode() const overrideFMaterialResourcevirtual
GetCachedExpressionData() constFMaterial
GetCastDynamicShadowAsMasked() const overrideFMaterialResourcevirtual
GetCustomDepthStencilUsageMask_GameThread() constFMaterial
GetDebugName() const overrideFMaterialResourceprotectedvirtual
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() const overrideFMaterialResourcevirtual
GetDisplacementFadeRange() const overrideFMaterialResourcevirtual
GetDisplacementScaling() const overrideFMaterialResourcevirtual
GetFeatureLevel() constFMaterialinline
GetForceCompatibleWithLightFunctionAtlas() const overrideFMaterialResourcevirtual
GetForwardBlendsSkyLightCubemaps() const overrideFMaterialResourcevirtual
GetFriendlyName() const overrideFMaterialResourcevirtual
GetFullPath() const overrideFMaterialResourcevirtual
GetGameThreadShaderMap() constFMaterialinline
GetLoadedCookedShaderMapId() constFMaterialinlineprotected
GetMaterial() constFMaterialResourceinline
GetMaterialDecalResponse() const overrideFMaterialResourcevirtual
GetMaterialDomain() const overrideFMaterialResourcevirtual
GetMaterialExpressionSource(FString &OutSource)FMaterial
GetMaterialFloatPrecisionMode() const overrideFMaterialResourcevirtual
GetMaterialId() const overrideFMaterialResourcevirtual
GetMaterialInstance() constFMaterialResourceinline
GetMaterialInterface() const overrideFMaterialResourcevirtual
GetMaterialLayers() const overrideFMaterialResourcevirtual
GetMaterialPSOPrecacheRequestIDs() constFMaterial
GetMaterialShaderMapUsage() constFMaterialinlinevirtual
GetMaterialTranslateValidationFlags() constFMaterialinlinevirtual
GetMaterialUsageDescription() const overrideFMaterialResourcevirtual
GetNeuralProfileId() const overrideFMaterialResourcevirtual
GetNumCustomizedUVs() const overrideFMaterialResourcevirtual
GetNumMaterialCacheTags() const overrideFMaterialResourcevirtual
GetNumVirtualTextureStacks() constFMaterialResource
GetOpacityMaskClipValue() const overrideFMaterialResourcevirtual
GetOwnerFName() constFMaterial
GetPixelDepthOffsetMode() const overrideFMaterialResourcevirtual
GetPreshaderGap() const overrideFMaterialResourcevirtual
GetPreshaderStats(uint32 &TotalParameters, uint32 &TotalOps) constFMaterial
GetQualityLevel() constFMaterialinline
GetRefCount() constFMaterialinline
GetReferencedTextureCollections() const overrideFMaterialResourcevirtual
GetReferencedTextures() const overrideFMaterialResourcevirtual
GetRefractionCoverageMode() const overrideFMaterialResourcevirtual
GetRefractionDepthBiasValue() const overrideFMaterialResourcevirtual
GetRefractionMode() const overrideFMaterialResourcevirtual
GetRenderingThreadShaderMap() constFMaterial
GetResourceSizeEx(FResourceSizeEx &CumulativeResourceSize)FMaterialResource
GetRootNodeOverridesDefaultRefraction() const overrideFMaterialResourcevirtual
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 overrideFMaterialResourcevirtual
GetShadingRate() const overrideFMaterialResourcevirtual
GetStencilCompare() const overrideFMaterialResourcevirtual
GetStencilRefValue() const overrideFMaterialResourcevirtual
GetTranslucencyDirectionalLightingIntensity() const overrideFMaterialResourcevirtual
GetTranslucencyLightingMode() const overrideFMaterialResourcevirtual
GetTranslucentBackscatteringExponent() const overrideFMaterialResourcevirtual
GetTranslucentDirectionalLightShadowQuality() const overrideFMaterialResourcevirtual
GetTranslucentLocalLightShadowQuality() const overrideFMaterialResourcevirtual
GetTranslucentMultipleScatteringExtinction() const overrideFMaterialResourcevirtual
GetTranslucentSelfShadowDensityScale() const overrideFMaterialResourcevirtual
GetTranslucentSelfShadowSecondDensityScale() const overrideFMaterialResourcevirtual
GetTranslucentSelfShadowSecondOpacity() const overrideFMaterialResourcevirtual
GetTranslucentShadowDensityScale() const overrideFMaterialResourcevirtual
GetTranslucentShadowStartOffset() const overrideFMaterialResourcevirtual
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() const overrideFMaterialResourcevirtual
HasAnisotropyConnected() const overrideFMaterialResourcevirtual
HasBaseColorConnected() const overrideFMaterialResourcevirtual
HasDisplacementConnected() const overrideFMaterialResourcevirtual
HasEmissiveColorConnected() const overrideFMaterialResourcevirtual
HasFirstPersonOutput() const overrideFMaterialResourcevirtual
HasMaterialCacheOutput() const overrideFMaterialResourcevirtual
HasMaterialPropertyConnected(EMaterialProperty In) const overrideFMaterialResourcevirtual
HasMetallicConnected() const overrideFMaterialResourcevirtual
HasNormalConnected() const overrideFMaterialResourcevirtual
HasPerInstanceCustomData() const overrideFMaterialResourcevirtual
HasPerInstanceRandom() const overrideFMaterialResourcevirtual
HasPixelAnimation() const overrideFMaterialResourcevirtual
HasPixelDepthOffsetConnected() const overrideFMaterialResourceprotectedvirtual
HasRenderTracePhysicalMaterialOutputs() const overrideFMaterialResourcevirtual
HasRoughnessConnected() const overrideFMaterialResourcevirtual
HasRuntimeVirtualTextureOutput() const overrideFMaterialResourcevirtual
HasShaders(const FMaterialShaderTypes &InTypes, const FVertexFactoryType *InVertexFactoryType) constFMaterial
HasSpecularConnected() const overrideFMaterialResourcevirtual
HasSubstrateRoughnessTracking() const overrideFMaterialResourcevirtual
HasValidGameThreadShaderMap() constFMaterial
HasVertexInterpolator() const overrideFMaterialResourcevirtual
HasVertexPositionOffsetConnected() const overrideFMaterialResourceprotectedvirtual
IsDefaultMaterial() const overrideFMaterialResourcevirtual
IsDeferredDecal() const overrideFMaterialResourcevirtual
IsDisplacementFadeEnabled() const overrideFMaterialResourcevirtual
IsDistorted() const overrideFMaterialResourcevirtual
IsDitheredLODTransition() const overrideFMaterialResourcevirtual
IsDitherMasked() const overrideFMaterialResourcevirtual
IsDualBlendingEnabled() const overrideFMaterialResourcevirtual
FMaterial::IsDualBlendingEnabled(EShaderPlatform Platform) const finalFMaterialinlinevirtual
IsFullyRough() const overrideFMaterialResourcevirtual
IsGameThreadShaderMapComplete() constFMaterialinline
IsLightFunction() const overrideFMaterialResourcevirtual
IsMasked() const overrideFMaterialResourcevirtual
IsMobileSeparateTranslucencyEnabled() const overrideFMaterialResourcevirtual
IsNonmetal() const overrideFMaterialResourcevirtual
IsOwnerBeginDestroyed() constFMaterialinline
IsPersistent() const overrideFMaterialResourcevirtual
IsPostProcessMaterial() const overrideFMaterialResourcevirtual
IsPreview() constFMaterialinlinevirtual
IsRenderingThreadShaderMapComplete() constFMaterialinline
IsRequiredComplete() constFMaterial
IsShadingModelFromMaterialExpression() const overrideFMaterialResourcevirtual
IsSky() const overrideFMaterialResourcevirtual
IsSpecialEngineMaterial() const overrideFMaterialResourcevirtual
IsStencilTestEnabled() const overrideFMaterialResourcevirtual
IsSubstrateMaterial() const overrideFMaterialResourcevirtual
IsTangentSpaceNormal() const overrideFMaterialResourcevirtual
IsTessellationEnabled() const overrideFMaterialResourcevirtual
IsThinSurface() const overrideFMaterialResourcevirtual
IsTranslucencyAfterDOFEnabled() const overrideFMaterialResourcevirtual
IsTranslucencyAfterMotionBlurEnabled() const overrideFMaterialResourcevirtual
IsTranslucencyVelocityFromDepth() const overrideFMaterialResourcevirtual
IsTranslucencyWritingCustomDepth() const overrideFMaterialResourcevirtual
IsTranslucencyWritingFrontLayerTransparency() const overrideFMaterialResourcevirtual
IsTranslucencyWritingVelocity() const overrideFMaterialResourcevirtual
IsTwoSided() const overrideFMaterialResourcevirtual
IsUIMaterial() const overrideFMaterialResourcevirtual
IsUsedWithAPEXCloth() const overrideFMaterialResourcevirtual
IsUsedWithBeamTrails() const overrideFMaterialResourcevirtual
IsUsedWithEditorCompositing() const overrideFMaterialResourcevirtual
IsUsedWithGeometryCache() const overrideFMaterialResourcevirtual
IsUsedWithGeometryCollections() const overrideFMaterialResourcevirtual
IsUsedWithHairStrands() const overrideFMaterialResourcevirtual
IsUsedWithHeterogeneousVolumes() const overrideFMaterialResourcevirtual
IsUsedWithInstancedStaticMeshes() const overrideFMaterialResourcevirtual
IsUsedWithLandscape() const overrideFMaterialResourcevirtual
IsUsedWithLidarPointCloud() const overrideFMaterialResourcevirtual
IsUsedWithMeshParticles() const overrideFMaterialResourcevirtual
IsUsedWithMorphTargets() const overrideFMaterialResourcevirtual
IsUsedWithNanite() const overrideFMaterialResourcevirtual
IsUsedWithNeuralNetworks() const overrideFMaterialResourcevirtual
IsUsedWithNiagaraMeshParticles() const overrideFMaterialResourcevirtual
IsUsedWithNiagaraRibbons() const overrideFMaterialResourcevirtual
IsUsedWithNiagaraSprites() const overrideFMaterialResourcevirtual
IsUsedWithParticleSprites() const overrideFMaterialResourcevirtual
IsUsedWithParticleSystem() const overrideFMaterialResourcevirtual
IsUsedWithSkeletalMesh() const overrideFMaterialResourcevirtual
IsUsedWithSplineMeshes() const overrideFMaterialResourcevirtual
IsUsedWithStaticLighting() const overrideFMaterialResourcevirtual
IsUsedWithStaticMesh() const overrideFMaterialResourcevirtual
IsUsedWithUI() constFMaterialinlinevirtual
IsUsedWithVirtualHeightfieldMesh() const overrideFMaterialResourcevirtual
IsUsedWithVolumetricCloud() const overrideFMaterialResourcevirtual
IsUsedWithVoxels() const overrideFMaterialResourcevirtual
IsUsedWithWater() const overrideFMaterialResourcevirtual
IsUsingAlphaToCoverage() const overrideFMaterialResourcevirtual
IsUsingHQForwardReflections() const overrideFMaterialResourcevirtual
IsUsingPlanarForwardReflections() const overrideFMaterialResourcevirtual
IsUsingPreintegratedGFForSimpleIBL() const overrideFMaterialResourcevirtual
IsVariableRateShadingAllowed() const overrideFMaterialResourcevirtual
IsVolumetricPrimitive() const overrideFMaterialResourcevirtual
IsWireframe() const overrideFMaterialResourcevirtual
LegacySerialize(FArchive &Ar) overrideFMaterialResourcevirtual
MaterialFMaterialResourceprotected
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
MaterialInstanceFMaterialResourceprotected
MaterialIsLightFunctionAtlasCompatible_GameThread() constFMaterial
MaterialIsLightFunctionAtlasCompatible_RenderThread() constFMaterial
MaterialLayersFunctionsFMaterialResourceprotected
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() const overrideFMaterialResourcevirtual
SamplesMaterialCache() const overrideFMaterialResourcevirtual
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
SetMaterial(UMaterial *InMaterial, UMaterialInstance *InInstance, EShaderPlatform InShaderPlatform, EMaterialQualityLevel::Type InQualityLevel=EMaterialQualityLevel::Num)FMaterialResourceinline
SetMaterial(UMaterial *InMaterial)FMaterialResourceinline
SetMaterialInstance(UMaterialInstance *InMaterialInstance)FMaterialResourceinline
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() const overrideFMaterialResourcevirtual
ShouldApplyCloudFogging() const overrideFMaterialResourcevirtual
ShouldApplyFogging() const overrideFMaterialResourcevirtual
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() const overrideFMaterialResourcevirtual
ShouldDoContactShadows() const overrideFMaterialResourcevirtual
ShouldDoSSR() const overrideFMaterialResourcevirtual
ShouldEnableResponsiveAA() const overrideFMaterialResourcevirtual
ShouldGenerateSphericalParticleNormals() const overrideFMaterialResourcevirtual
ShouldWriteOnlyAlpha() const overrideFMaterialResourcevirtual
TryGetShaders(const FMaterialShaderTypes &InTypes, const FVertexFactoryType *InVertexFactoryType, FMaterialShaders &OutShaders) constFMaterial
UpdateInlineShaderMapIsComplete()FMaterial
UseLmDirectionality() const overrideFMaterialResourcevirtual
UseNormalCurvatureToRoughness() const overrideFMaterialResourcevirtual
UsesEyeAdaptation() constFMaterial
UsesGlobalDistanceField_GameThread() constFMaterial
UsesMotionVectorWorldOffset() const overrideFMaterialResourcevirtual
UsesTemporalResponsiveness() const overrideFMaterialResourcevirtual
WritesEveryPixel(bool bShadowPass=false) constFMaterial
WritesEveryPixel(bool bShadowPass, bool bVFTypeSupportsNullPixelShader) constFMaterial
~FMaterial()FMaterialvirtual
~FMaterialResource()FMaterialResourcevirtual