UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
EMaterialShaderMapUsage Namespace Reference

Enumerations

enum  Type {
  Default , LightmassExportEmissive , LightmassExportDiffuse , LightmassExportOpacity ,
  LightmassExportNormal , MaterialExportBaseColor , MaterialExportSpecular , MaterialExportNormal ,
  MaterialExportTangent , MaterialExportMetallic , MaterialExportRoughness , MaterialExportAnisotropy ,
  MaterialExportAO , MaterialExportEmissive , MaterialExportOpacity , MaterialExportOpacityMask ,
  MaterialExportSubSurfaceColor , MaterialExportClearCoat , MaterialExportClearCoatRoughness , MaterialExportCustomOutput ,
  MaterialExportShadingModel , MaterialExportRefraction
}
 

Detailed Description

Usage options for a shader map. The purpose of EMaterialShaderMapUsage is to allow creating a unique yet deterministic (no appCreateGuid) Id, For a shader map corresponding to any UMaterial or UMaterialInstance, for different use cases. As an example, when exporting a material to Lightmass we want to compile a shader map with FLightmassMaterialProxy, And generate a FMaterialShaderMapId for it that allows reuse later, so it must be deterministic.

Enumeration Type Documentation

◆ Type

Enumerator
Default 
LightmassExportEmissive 
LightmassExportDiffuse 
LightmassExportOpacity 
LightmassExportNormal 
MaterialExportBaseColor 
MaterialExportSpecular 
MaterialExportNormal 
MaterialExportTangent 
MaterialExportMetallic 
MaterialExportRoughness 
MaterialExportAnisotropy 
MaterialExportAO 
MaterialExportEmissive 
MaterialExportOpacity 
MaterialExportOpacityMask 
MaterialExportSubSurfaceColor 
MaterialExportClearCoat 
MaterialExportClearCoatRoughness 
MaterialExportCustomOutput 
MaterialExportShadingModel 
MaterialExportRefraction