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IMaterialBakingModule::IsLinearBake
/Engine/Source/Developer/MaterialBaking/Public/IMaterialBakingModule.h
Returns whether a specific material property is baked to a linear texture or not
MaterialBaking
bool IsLinearBake ( [FMaterialPropertyEx](API\Developer\MaterialBaking\FMaterialPropertyEx) Property )
[]
IMaterialBakingModule::SetEmissiveHDR
/Engine/Source/Developer/MaterialBaking/Public/IMaterialBakingModule.h
Outputs true HDR version of emissive color
MaterialBaking
void SetEmissiveHDR ( bool bHDR )
[]
IMaterialBakingModule::SetLinearBake
/Engine/Source/Developer/MaterialBaking/Public/IMaterialBakingModule.h
Bakes all material properties to linear textures, except for colors
MaterialBaking
void SetLinearBake ( bool bCorrectLinear )
[]
IMaterialBakingModule::SetupMaterialBakeSettings
/Engine/Source/Developer/MaterialBaking/Public/IMaterialBakingModule.h
Promps a slate window to allow the user to populate specific material baking settings used while baking out materials
MaterialBaking
bool SetupMaterialBakeSettings ( [TArray](API\Runtime\Core\Containers\TArray)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) >> & OptionObjects, int32 NumLODs )
[]
IMaterialBakingModule
/Engine/Source/Developer/MaterialBaking/Public/IMaterialBakingModule.h
MaterialBaking
class IMaterialBakingModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)
[]
UAssetBakeOptions::UAssetBakeOptions
/Engine/Source/Developer/MaterialBaking/Public/MaterialOptions.h
MaterialBaking
UAssetBakeOptions()
[]
UAssetBakeOptions
/Engine/Source/Developer/MaterialBaking/Public/MaterialOptions.h
Asset bake options object
MaterialBaking
class UAssetBakeOptions : public [UObject](API\Runtime\CoreUObject\UObject\UObject)
[]
UMaterialMergeOptions::UMaterialMergeOptions
/Engine/Source/Developer/MaterialBaking/Public/MaterialOptions.h
MaterialBaking
UMaterialMergeOptions()
[]
UMaterialMergeOptions
/Engine/Source/Developer/MaterialBaking/Public/MaterialOptions.h
Material merge options object
MaterialBaking
class UMaterialMergeOptions : public [UObject](API\Runtime\CoreUObject\UObject\UObject)
[ { "type": "TEnumAsByte< EB...", "name": "BlendMode", "description": "Blend mode for the final proxy material(s)" }, { "type": "EMaterialBakeMe...", "name": "Method", "description": "Method used to bake out the materials, hidden for now" } ]
UMaterialOptions::UMaterialOptions
/Engine/Source/Developer/MaterialBaking/Public/MaterialOptions.h
MaterialBaking
UMaterialOptions()
[]
UMaterialOptions
/Engine/Source/Developer/MaterialBaking/Public/MaterialOptions.h
Options object to define what and how a material should be baked out
MaterialBaking
class UMaterialOptions : public [UObject](API\Runtime\CoreUObject\UObject\UObject)
[ { "type": "bool", "name": "bUseMeshData", "description": "Determines whether to not allow usage of the source mesh data while baking out material properties" }, { "type": "bool", "name": "bUseSpecificUVIndex", "description": "Flag whether or not the value of TextureCoordinateIndex should be used while baking out material properties" }, { "type": "TArray< int32 >", "name": "LODIndices", "description": "LOD indices for which the materials should be baked out" }, { "type": "TArray<FProper...", "name": "Properties", "description": "Properties which are supposed to be baked out for the material(s)" }, { "type": "int32", "name": "TextureCoordinateIndex", "description": "Specific texture coordinate which should be used to while baking out material properties as the positions stream" }, { "type": "FIntPoint", "name": "TextureSize", "description": "Size of the final texture(s) containing the baked out property data" } ]
EFlattenMaterialProperties
/Engine/Source/Developer/MaterialUtilities/Public/MaterialUtilities.h
TODO replace this with rendering property enum when extending the system
MaterialUtilities
enum EFlattenMaterialProperties { Diffuse, Metallic, Specular, Roughness, Anisotropy, Normal, Tangent, Opacity, Emissive, SubSurface, OpacityMask, AmbientOcclusion = 16, NumFlattenMaterialProperties, }
[]
FExportMaterialProxyCache::Release
/Engine/Source/Developer/MaterialUtilities/Public/MaterialUtilities.h
Releasing the cached render proxies
MaterialUtilities
void Release()
[]
FExportMaterialProxyCache::FExportMaterialProxyCache
/Engine/Source/Developer/MaterialUtilities/Public/MaterialUtilities.h
MaterialUtilities
FExportMaterialProxyCache()
[]
FExportMaterialProxyCache::~FExportMaterialProxyCache
/Engine/Source/Developer/MaterialUtilities/Public/MaterialUtilities.h
MaterialUtilities
~FExportMaterialProxyCache()
[]
FExportMaterialProxyCache
/Engine/Source/Developer/MaterialUtilities/Public/MaterialUtilities.h
Export material proxy cache
MaterialUtilities
struct FExportMaterialProxyCache
[ { "type": "FMaterialRender...", "name": "Proxies", "description": "Material proxies for each property." } ]
FFlattenMaterial::DoesPropertyContainData
/Engine/Source/Developer/MaterialUtilities/Public/MaterialUtilities.h
MaterialUtilities
const bool DoesPropertyContainData ( const [EFlattenMaterialProperties](API\Developer\MaterialUtilities\EFlattenMaterialProperties) Property ) const
[]
FFlattenMaterial::FillAlphaValues
/Engine/Source/Developer/MaterialUtilities/Public/MaterialUtilities.h
Set all alpha channel values with InAlphaValue
MaterialUtilities
void FillAlphaValues ( const uint8 InAlphaValue )
[]
FFlattenMaterial::GetPropertySamples
/Engine/Source/Developer/MaterialUtilities/Public/MaterialUtilities.h
MaterialUtilities
[TArray](API\Runtime\Core\Containers\TArray)< [FColor](API\Runtime\Core\Math\FColor) > & GetPropertySamples ( const [EFlattenMaterialProperties](API\Developer\MaterialUtilities\EFlattenMaterialProperties) Property )
[]
FFlattenMaterial::GetPropertySamples
/Engine/Source/Developer/MaterialUtilities/Public/MaterialUtilities.h
MaterialUtilities
const [TArray](API\Runtime\Core\Containers\TArray)< [FColor](API\Runtime\Core\Math\FColor) > & GetPropertySamples ( const [EFlattenMaterialProperties](API\Developer\MaterialUtilities\EFlattenMaterialProperties) Property ) const
[]
FFlattenMaterial::GetPropertySize
/Engine/Source/Developer/MaterialUtilities/Public/MaterialUtilities.h
MaterialUtilities
const FIntPoint GetPropertySize ( const [EFlattenMaterialProperties](API\Developer\MaterialUtilities\EFlattenMaterialProperties) Property ) const
[]
FFlattenMaterial::HasData
/Engine/Source/Developer/MaterialUtilities/Public/MaterialUtilities.h
MaterialUtilities
bool HasData() const
[]
FFlattenMaterial::IsPropertyConstant
/Engine/Source/Developer/MaterialUtilities/Public/MaterialUtilities.h
MaterialUtilities
const bool IsPropertyConstant ( const [EFlattenMaterialProperties](API\Developer\MaterialUtilities\EFlattenMaterialProperties) Property ) const
[]
FFlattenMaterial::ReleaseData
/Engine/Source/Developer/MaterialUtilities/Public/MaterialUtilities.h
Release all the sample data
MaterialUtilities
void ReleaseData()
[]
FFlattenMaterial::SetPropertySize
/Engine/Source/Developer/MaterialUtilities/Public/MaterialUtilities.h
MaterialUtilities
void SetPropertySize ( const [EFlattenMaterialProperties](API\Developer\MaterialUtilities\EFlattenMaterialProperties) Property, const FIntPoint & InSize )
[]
FFlattenMaterial::ShouldGenerateDataForProperty
/Engine/Source/Developer/MaterialUtilities/Public/MaterialUtilities.h
MaterialUtilities
const bool ShouldGenerateDataForProperty ( const [EFlattenMaterialProperties](API\Developer\MaterialUtilities\EFlattenMaterialProperties) Property ) const
[]
FFlattenMaterial::FFlattenMaterial
/Engine/Source/Developer/MaterialUtilities/Public/MaterialUtilities.h
MaterialUtilities
FFlattenMaterial()
[]
FMaterialMergeData::FMaterialMergeData
/Engine/Source/Developer/MaterialUtilities/Public/MaterialUtilities.h
MaterialUtilities
FMaterialMergeData ( [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * InMaterial, const [FMeshDescription](API\Runtime\MeshDescription\FMeshDescription) * InMesh, const [FSkeletalMeshLODRenderData](API\Runtime\Engine\Rendering\FSkeletalMeshLODRenderData) * InLODData, int32 InMaterialIndex, FBox2D InTexcoordBounds, const [TArray](API\Runtime\Core\Containers\TArray)< FVector2D > & InTexCoords )
[]
FFlattenMaterial
/Engine/Source/Developer/MaterialUtilities/Public/MaterialUtilities.h
Structure used for storing intermediate baked down material data/samples
MaterialUtilities
struct FFlattenMaterial
[ { "type": "bool", "name": "bDitheredLODTransition", "description": "Flag whether or not the material will use dithered LOD transitions" }, { "type": "bool", "name": "bIsThinSurface", "description": "Flag whether or not the material will have to be thin" }, { "type": "EBlendMode", "name": "BlendMode", "description": "Blend mode for the new material" }, { "type": "bool", "name": "bTwoSided", "description": "Flag whether or not the material will have to be two-sided" }, { "type": "float", "name": "EmissiveScale", "description": "Scale (maximum baked down value) for the emissive property" }, { "type": "FGuid", "name": "MaterialId", "description": "Material Guid" }, { "type": "FIntPoint", "name": "RenderSize", "description": "" }, { "type": "int32", "name": "UVChannel", "description": "UV channel to use" } ]
FMaterialMergeData::~FMaterialMergeData
/Engine/Source/Developer/MaterialUtilities/Public/MaterialUtilities.h
MaterialUtilities
~FMaterialMergeData()
[]
FMaterialMergeData
/Engine/Source/Developer/MaterialUtilities/Public/MaterialUtilities.h
Intermediate material merging data
MaterialUtilities
struct FMaterialMergeData
[ { "type": "FUniformBufferR...", "name": "Buffer", "description": "" }, { "type": "float", "name": "EmissiveScale", "description": "Output emissive scale, maximum baked out emissive value (used to scale other samples, 1/EmissiveScale * Sample)" }, { "type": "FLightMapRef", "name": "LightMap", "description": "" }, { "type": "int32", "name": "LightMapIndex", "description": "" }, { "type": "constFSkeletal...", "name": "LODData", "description": "LODModel data used to bake out the material with, optional" }, { "type": "UMaterialInterf...", "name": "Material", "description": "Input data Material that is being baked out" }, { "type": "int32", "name": "MaterialIndex", "description": "Material index to use when the material is baked out using mesh data (face material indices)" }, { "type": "constFMeshDesc...", "name": "Mesh", "description": "Raw mesh data used to bake out the material with, optional" }, { "type": "FExportMaterial...", "name": "ProxyCache", "description": "Material proxy cache, eliminates shader compilations when a material is baked out multiple times for different meshes" }, { "type": "FShadowMapRef", "name": "ShadowMap", "description": "" }, { "type": "FBox2D", "name": "TexcoordBounds", "description": "Optional tex coordinate bounds of original texture coordinates set" }, { "type": "constTArray< F...", "name": "TexCoords", "description": "Optional new set of non-overlapping texture coordinates" } ]
FMaterialUtilities::AnalyzeMaterial
/Engine/Source/Developer/MaterialUtilities/Public/MaterialUtilities.h
MaterialUtilities
static void AnalyzeMaterial ( class [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * InMaterial, const [TArray](API\Runtime\Core\Containers\TArray)< EMaterialProperty > & Properties, int32 & OutNumTexCoords, bool & OutRequiresVertexData )
[]
FMaterialUtilities::AnalyzeMaterial
/Engine/Source/Developer/MaterialUtilities/Public/MaterialUtilities.h
Analyzes given material to determine how many texture coordinates and whether or not vertex colors are used within the material Graph
MaterialUtilities
static void AnalyzeMaterial ( class [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * InMaterial, const struct [FMaterialProxySettings](API\Runtime\Engine\Engine\FMaterialProxySettings) & InMaterialSettings, int32 & OutNumTexCoords, bool & OutRequiresVertexData )
[]
FMaterialUtilities::ComputeRequiredTexelDensityFromScreenSize
/Engine/Source/Developer/MaterialUtilities/Public/MaterialUtilities.h
Compute the required texel density needed to properly represent an object/objects covering the provided world space radius The required texel density per METER
MaterialUtilities
static float ComputeRequiredTexelDensityFromScreenSize ( const float InScreenSize, float InWorldSpaceRadius )
[]
FMaterialUtilities::CreateFlattenMaterialWithSettings
/Engine/Source/Developer/MaterialUtilities/Public/MaterialUtilities.h
Creates aFFlattenMaterialinstance with the given MaterialProxySettings data Set upFFlattenMaterialaccording to the given settings
MaterialUtilities
static [FFlattenMaterial](API\Developer\MaterialUtilities\FFlattenMaterial) CreateFlattenMaterialWithSettings ( const [FMaterialProxySettings](API\Runtime\Engine\Engine\FMaterialProxySettings) & InMaterialLODSettings )
[]
FMaterialUtilities::ComputeRequiredTexelDensityFromDrawDistance
/Engine/Source/Developer/MaterialUtilities/Public/MaterialUtilities.h
Compute the required texel density needed to properly represent an object/objects covering the provided world space radius The required texel density per METER
MaterialUtilities
static float ComputeRequiredTexelDensityFromDrawDistance ( const float InDrawDistance, float InWorldSpaceRadius )
[]
FMaterialUtilities::CreateFlattenMaterialInstance
/Engine/Source/Developer/MaterialUtilities/Public/MaterialUtilities.h
Creates a flatten material instance and the required texture assets
MaterialUtilities
static [UMaterialInstanceConstant](API\Runtime\Engine\Materials\UMaterialInstanceConstant) * CreateFlattenMaterialInstance ( [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * InOuter, const [FMaterialProxySettings](API\Runtime\Engine\Engine\FMaterialProxySettings) & InMaterialProxySettings, [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * InBaseMaterial, const [FFlattenMaterial](API\Developer\MaterialUtilities\FFlattenMaterial) & FlattenMaterial, const [FString](API\Runtime\Core\Containers\FString) & AssetBasePath, const [FString](API\Runtime\Core\Containers\FString) & AssetBaseName, [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & OutAssetsToSync, [FMaterialUpdateContext](API\Runtime\Engine\FMaterialUpdateContext) * MaterialUpdateContext )
[]
FMaterialUtilities::CreateInstancedMaterial
/Engine/Source/Developer/MaterialUtilities/Public/MaterialUtilities.h
Creates an instanced material based of BaseMaterial Returns a pointer to the constructedUMaterialInstanceConstantobject.
MaterialUtilities
static [UMaterialInstanceConstant](API\Runtime\Engine\Materials\UMaterialInstanceConstant) * CreateInstancedMaterial ( [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * BaseMaterial, [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * InOuter, const [FString](API\Runtime\Core\Containers\FString) & BaseName, EObjectFlags Flags )
[]
FMaterialUtilities::CreateMaterial
/Engine/Source/Developer/MaterialUtilities/Public/MaterialUtilities.h
CreatesUMaterialobject from a flatten material Returns a pointer to the constructedUMaterialobject.
MaterialUtilities
static [UMaterial](API\Runtime\Engine\Materials\UMaterial) * CreateMaterial ( const [FFlattenMaterial](API\Developer\MaterialUtilities\FFlattenMaterial) & InFlattenMaterial, [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * InOuter, const [FString](API\Runtime\Core\Containers\FString) & BaseName, EObjectFlags Flags, const struct [FMaterialProxySettings](API\Runtime\Engine\Engine\FMaterialProxySettings) & MaterialProxySettings, [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & OutGeneratedAssets, const TextureGroup & InTextureGroup )
[]
FMaterialUtilities::CreateProxyMaterialAndTextures
/Engine/Source/Developer/MaterialUtilities/Public/MaterialUtilities.h
Creates a proxy material and the required texture assets
MaterialUtilities
static [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * CreateProxyMaterialAndTextures ( [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * OuterPackage, const [FString](API\Runtime\Core\Containers\FString) & AssetName, const [FBakeOutput](API\Developer\MaterialBaking\FBakeOutput) & BakeOutput, const [FMeshData](API\Developer\MaterialBaking\FMeshData) & MeshData, const [FMaterialData](API\Developer\MaterialBaking\FMaterialData) & MaterialData, [UMaterialOptions](API\Developer\MaterialBaking\UMaterialOptions) * Options )
[]
FMaterialUtilities::CreateProxyMaterialAndTextures
/Engine/Source/Developer/MaterialUtilities/Public/MaterialUtilities.h
Creates a proxy material and the required texture assets
MaterialUtilities
static [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * CreateProxyMaterialAndTextures ( const [FString](API\Runtime\Core\Containers\FString) & PackageName, const [FString](API\Runtime\Core\Containers\FString) & AssetName, const [FBakeOutput](API\Developer\MaterialBaking\FBakeOutput) & BakeOutput, const [FMeshData](API\Developer\MaterialBaking\FMeshData) & MeshData, const [FMaterialData](API\Developer\MaterialBaking\FMaterialData) & MaterialData, [UMaterialOptions](API\Developer\MaterialBaking\UMaterialOptions) * Options )
[]
FMaterialUtilities::CreateTexture
/Engine/Source/Developer/MaterialUtilities/Public/MaterialUtilities.h
Generates a texture from an array of samples The new texture.
MaterialUtilities
static [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * CreateTexture ( [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * Outer, const [FString](API\Runtime\Core\Containers\FString) & AssetLongName, FIntPoint Size, const [TArray](API\Runtime\Core\Containers\TArray)< [FColor](API\Runtime\Core\Math\FColor) > & Samples, const [FCreateTexture2DParameters](API\Runtime\Engine\FCreateTexture2DParameters) & CreateParams, EObjectFlags Flags )
[]
FMaterialUtilities::CreateTexture
/Engine/Source/Developer/MaterialUtilities/Public/MaterialUtilities.h
Generates a texture from an array of samples The new texture.
MaterialUtilities
static [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * CreateTexture ( [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * Outer, const [FString](API\Runtime\Core\Containers\FString) & AssetLongName, FIntPoint Size, const [TArray](API\Runtime\Core\Containers\TArray)< [FColor](API\Runtime\Core\Math\FColor) > & Samples, TextureCompressionSettings CompressionSettings, TextureGroup LODGroup, EObjectFlags Flags, bool bSRGB, const [FGuid](API\Runtime\Core\Misc\FGuid) & SourceGuidHash )
[]
CurrentlyRendering
/Engine/Source/Developer/MaterialUtilities/Public/MaterialUtilities.h
Flag to indicate whether or not a texture is currently being rendered out
MaterialUtilities
static bool CurrentlyRendering = false;
[]
FMaterialUtilities::DetermineMaterialImportance
/Engine/Source/Developer/MaterialUtilities/Public/MaterialUtilities.h
Calculates an importance value for the given set of materials according to the texture sampler usage
MaterialUtilities
static void DetermineMaterialImportance ( const [TArray](API\Runtime\Core\Containers\TArray)< [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * > & InMaterials, [TArray](API\Runtime\Core\Containers\TArray)< float > & OutImportance )
[]
FMaterialUtilities::ExportBaseColor
/Engine/Source/Developer/MaterialUtilities/Public/MaterialUtilities.h
Creates bakes textures for aULandscapeComponentWhether operation was successful
MaterialUtilities
static bool ExportBaseColor ( [ULandscapeComponent](API\Runtime\Landscape\ULandscapeComponent) * LandscapeComponent, int32 TextureSize, [TArray](API\Runtime\Core\Containers\TArray)< [FColor](API\Runtime\Core\Math\FColor) > & OutSamples )
[]
FMaterialUtilities::ExportLandscapeMaterial
/Engine/Source/Developer/MaterialUtilities/Public/MaterialUtilities.h
Flattens specified landscape material Whether operation was successful
MaterialUtilities
static bool ExportLandscapeMaterial ( const [ALandscapeProxy](API\Runtime\Landscape\ALandscapeProxy) * InLandscape, [FFlattenMaterial](API\Developer\MaterialUtilities\FFlattenMaterial) & OutFlattenMaterial )
[]
FMaterialUtilities::ExportLandscapeMaterial
/Engine/Source/Developer/MaterialUtilities/Public/MaterialUtilities.h
Flattens specified landscape material Whether operation was successful
MaterialUtilities
static bool ExportLandscapeMaterial ( const [ALandscapeProxy](API\Runtime\Landscape\ALandscapeProxy) * InLandscape, const [TSet](API\Runtime\Core\Containers\TSet)< [FPrimitiveComponentId](API\Runtime\Engine\FPrimitiveComponentId) > & HiddenPrimitives, [FFlattenMaterial](API\Developer\MaterialUtilities\FFlattenMaterial) & OutFlattenMaterial )
[]
FMaterialUtilities::ExportMaterialUVDensities
/Engine/Source/Developer/MaterialUtilities/Public/MaterialUtilities.h
Get the material texcoord scales applied on each textures Whether operation was successful
MaterialUtilities
static bool ExportMaterialUVDensities ( [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * InMaterial, [EMaterialQualityLevel::Type](API\Runtime\Engine\EMaterialQualityLevel__Type) QualityLevel, [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) FeatureLevel, [FExportErrorManager](API\Developer\MaterialUtilities\FMaterialUtilities\FExportErrorManager) & OutErrors )
[]
FMaterialUtilities::FExportErrorManager::OutputToLog
/Engine/Source/Developer/MaterialUtilities/Public/MaterialUtilities.h
Output all errors registered.
MaterialUtilities
void OutputToLog&40;&41;
[]
EErrorType
/Engine/Source/Developer/MaterialUtilities/Public/MaterialUtilities.h
MaterialUtilities
enum EErrorType { EET_IncohorentValues, EET_NoValues, }
[]
FMaterialUtilities::FExportErrorManager::Register
/Engine/Source/Developer/MaterialUtilities/Public/MaterialUtilities.h
Register a new error.
MaterialUtilities
void Register &40; const UMaterialInterface &42; Material, FName TextureName, int32 RegisterIndex, EErrorType ErrorType &41;
[]
FMaterialUtilities::FExportErrorManager::FExportErrorManager
/Engine/Source/Developer/MaterialUtilities/Public/MaterialUtilities.h
MaterialUtilities
FExportErrorManager &40; ERHIFeatureLevel::Type InFeatureLevel &41;
[]
FExportErrorManager
/Engine/Source/Developer/MaterialUtilities/Public/MaterialUtilities.h
Contains errors generated when exporting material texcoord scales. Used to prevent displaying duplicates, as instances using the same shaders get the same issues.
MaterialUtilities
class FExportErrorManager
[]
FMaterialUtilities::FindMaxTextureSize
/Engine/Source/Developer/MaterialUtilities/Public/MaterialUtilities.h
EndIModuleInterfaceimplementation Iterate through all textures used by the material and return the maximum texture resolution used Size (width and height)
MaterialUtilities
static FIntPoint FindMaxTextureSize ( [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * InMaterialInterface, FIntPoint MinimumSize )
[]
FMaterialUtilities::GeneratedBinnedTextureSquares
/Engine/Source/Developer/MaterialUtilities/Public/MaterialUtilities.h
Generates a set of texture boxes according to the given weights and final atlas texture size
MaterialUtilities
static void GeneratedBinnedTextureSquares ( const FVector2D DestinationSize, [TArray](API\Runtime\Core\Containers\TArray)< float > & InTexureWeights, [TArray](API\Runtime\Core\Containers\TArray)< FBox2D > & OutGeneratedBoxes )
[]
FMaterialUtilities::GetFlattenMaterialTextureName
/Engine/Source/Developer/MaterialUtilities/Public/MaterialUtilities.h
Get the name of the Texture parameter associated with a given flatten material property
MaterialUtilities
static [FString](API\Runtime\Core\Containers\FString) GetFlattenMaterialTextureName ( [EFlattenMaterialProperties](API\Developer\MaterialUtilities\EFlattenMaterialProperties) InProperty, [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * InBaseMaterial )
[]
FMaterialUtilities::GetTextureSizeFromTargetTexelDensity
/Engine/Source/Developer/MaterialUtilities/Public/MaterialUtilities.h
Compute the required texture size to achieve a target texel density for the given mesh. The texture size needed to achieve the required texel density.
MaterialUtilities
static int32 GetTextureSizeFromTargetTexelDensity ( const [FMeshDescription](API\Runtime\MeshDescription\FMeshDescription) & InMesh, float InTargetTexelDensity )
[]
FMaterialUtilities::GetTextureSizeFromTargetTexelDensity
/Engine/Source/Developer/MaterialUtilities/Public/MaterialUtilities.h
Compute the required texture size to achieve a target texel density for the given mesh. The texture size needed to achieve the required texel density.
MaterialUtilities
static int32 GetTextureSizeFromTargetTexelDensity ( const [UE::Geometry::FDynamicMesh3](API\Runtime\GeometryCore\DynamicMesh\FDynamicMesh3) & Mesh, float TargetTexelDensity )
[]
FMaterialUtilities::GetTextureSizeFromTargetTexelDensity
/Engine/Source/Developer/MaterialUtilities/Public/MaterialUtilities.h
Compute the required texture size to achieve a target texel density, given the world to UV space ratio. The texture size needed to achieve the required texel density.
MaterialUtilities
static int32 GetTextureSizeFromTargetTexelDensity ( double InMesh3DArea, double InMeshUVArea, double InTargetTexelDensity )
[]
FMaterialUtilities::IsValidFlattenMaterial
/Engine/Source/Developer/MaterialUtilities/Public/MaterialUtilities.h
Validate that the provided material has all the required parameters needed to be considered a flattening material
MaterialUtilities
static bool IsValidFlattenMaterial ( const [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * InBaseMaterial )
[]
FMaterialUtilities::OptimizeFlattenMaterial
/Engine/Source/Developer/MaterialUtilities/Public/MaterialUtilities.h
Tries to optimize the flatten material's data by picking out constant values for the various properties
MaterialUtilities
static void OptimizeFlattenMaterial ( [FFlattenMaterial](API\Developer\MaterialUtilities\FFlattenMaterial) & InFlattenMaterial )
[]
FMaterialUtilities::OptimizeSampleArray
/Engine/Source/Developer/MaterialUtilities/Public/MaterialUtilities.h
Tries to optimize the sample array (will set to const value if all samples are equal)
MaterialUtilities
static void OptimizeSampleArray ( [TArray](API\Runtime\Core\Containers\TArray)< [FColor](API\Runtime\Core\Math\FColor) > & InSamples, FIntPoint & InSampleSize )
[]
FMaterialUtilities::RemapUniqueMaterialIndices
/Engine/Source/Developer/MaterialUtilities/Public/MaterialUtilities.h
Remaps material indices where possible to reduce the number of materials required for creating a proxy material
MaterialUtilities
static void RemapUniqueMaterialIndices ( const [TArray](API\Runtime\Core\Containers\TArray)< struct [FSectionInfo](API\Runtime\Engine\Engine\FSectionInfo) > & InSections, const [TArray](API\Runtime\Core\Containers\TArray)< struct [FRawMeshExt](API\Developer\MeshMergeUtilities\FRawMeshExt) > & InMeshData, const [TMap](API\Runtime\Core\Containers\TMap)< FIntPoint, [TArray](API\Runtime\Core\Containers\TArray)< int32 > > & InMaterialMap, const [FMaterialProxySettings](API\Runtime\Engine\Engine\FMaterialProxySettings) & InMaterialProxySettings, const bool bBakeVertexData, const bool bMergeMaterials, [TArray](API\Runtime\Core\Containers\TArray)< bool > & OutMeshShouldBakeVertexData, [TMap](API\Runtime\Core\Containers\TMap)< FIntPoint, [TArray](API\Runtime\Core\Containers\TArray)< int32 > > & OutMaterialMap, [TArray](API\Runtime\Core\Containers\TArray)< struct [FSectionInfo](API\Runtime\Engine\Engine\FSectionInfo) > & OutSections )
[]
RenderTargetPool
/Engine/Source/Developer/MaterialUtilities/Public/MaterialUtilities.h
Pool of available render targets, cached for re-using on consecutive property rendering
MaterialUtilities
static [TArray](API\Runtime\Core\Containers\TArray)< [UTextureRenderTarget2D](API\Runtime\Engine\Engine\UTextureRenderTarget2D) * > RenderTargetPool;
[]
FMaterialUtilities::ResizeFlattenMaterial
/Engine/Source/Developer/MaterialUtilities/Public/MaterialUtilities.h
Resizes flatten material's data if applicable by comparing it with the original settings
MaterialUtilities
static void ResizeFlattenMaterial ( [FFlattenMaterial](API\Developer\MaterialUtilities\FFlattenMaterial) & InFlattenMaterial, const struct [FMeshProxySettings](API\Runtime\Engine\Engine\FMeshProxySettings) & InMeshProxySettings )
[]
FMaterialUtilities::ShutdownModule
/Engine/Source/Developer/MaterialUtilities/Public/MaterialUtilities.h
Called before the module is unloaded, right before the module object is destroyed. During normal shutdown, this is called in reverse order that modules finishStartupModule(). This means that, as long as a module references dependent modules in it'sStartupModule(), it can safely reference those dependencies inShutdownModule()as well.
MaterialUtilities
virtual void ShutdownModule()
[]
FMaterialUtilities::StartupModule
/Engine/Source/Developer/MaterialUtilities/Public/MaterialUtilities.h
BeginIModuleInterfaceimplementation
MaterialUtilities
virtual void StartupModule()
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FMaterialUtilities::SupportsExport
/Engine/Source/Developer/MaterialUtilities/Public/MaterialUtilities.h
Whether material utilities support exporting specified material blend mode and property
MaterialUtilities
static bool SupportsExport ( bool bIsOpaque, EMaterialProperty InMaterialProperty )
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FMaterialUtilities
/Engine/Source/Developer/MaterialUtilities/Public/MaterialUtilities.h
Material utilities
MaterialUtilities
class FMaterialUtilities : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)
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FMeshRenderer::RenderMaterial
/Engine/Source/Developer/MaterialUtilities/Public/MeshRendering.h
Renders out textures for each material property for the given material, using the given mesh data or by using a simple tile rendering approach
MaterialUtilities
static bool RenderMaterial ( [FMaterialMergeData](API\Developer\MaterialUtilities\FMaterialMergeData) & InMaterialData, [FMaterialRenderProxy](API\Runtime\Engine\Materials\FMaterialRenderProxy) * InMaterialProxy, EMaterialProperty InMaterialProperty, [UTextureRenderTarget2D](API\Runtime\Engine\Engine\UTextureRenderTarget2D) * InRenderTarget, [TArray](API\Runtime\Core\Containers\TArray)< [FColor](API\Runtime\Core\Math\FColor) > & OutBMP )
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FMeshRenderer::RenderMaterialTexCoordScales
/Engine/Source/Developer/MaterialUtilities/Public/MeshRendering.h
Renders out texcoord scales
MaterialUtilities
static bool RenderMaterialTexCoordScales ( [FMaterialMergeData](API\Developer\MaterialUtilities\FMaterialMergeData) & InMaterialData, [FMaterialRenderProxy](API\Runtime\Engine\Materials\FMaterialRenderProxy) * InMaterialProxy, [UTextureRenderTarget2D](API\Runtime\Engine\Engine\UTextureRenderTarget2D) * InRenderTarget, [TArray](API\Runtime\Core\Containers\TArray)< [FFloat16Color](API\Runtime\Core\Math\FFloat16Color) > & OutScales )
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FMeshRenderer
/Engine/Source/Developer/MaterialUtilities/Public/MeshRendering.h
No constructors are accessible with public or protected access.
MaterialUtilities
class FMeshRenderer
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FMaterialUtilities::SupportsExport
/Engine/Source/Developer/MaterialUtilities/Public/MaterialUtilities.h
Whether material utilities support exporting specified material blend mode and property
MaterialUtilities
static bool SupportsExport ( EBlendMode InBlendMode, EMaterialProperty InMaterialProperty )
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EMergeResult::Type
/Engine/Source/Developer/Merge/Public/Merge.h
Merge
namespace EMergeResult { enum Type { Unknown, Completed, Cancelled, } }
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FOnMergeResolved
/Engine/Source/Developer/Merge/Public/Merge.h
Merge
typedef TBaseDelegate_TwoParams< void, [UPackage](API\Runtime\CoreUObject\UObject\UPackage) *, [EMergeResult::Type](API\Developer\Merge\EMergeResult__Type) > FOnMergeResolved
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IMerge::GenerateMergeWidget
/Engine/Source/Developer/Merge/Public/Merge.h
Generates a widget used to perform a three way merge operation. The merge view widget
Merge
[TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [SDockTab](API\Runtime\Slate\Widgets\Docking\SDockTab) > GenerateMergeWidget ( const [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) & Object, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [FBlueprintEditor](API\Editor\Kismet\FBlueprintEditor) > Editor )
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IMerge::GenerateMergeWidget
/Engine/Source/Developer/Merge/Public/Merge.h
Merge
[TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [SDockTab](API\Runtime\Slate\Widgets\Docking\SDockTab) > GenerateMergeWidget ( const [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * BaseBlueprint, const [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * RemoteBlueprint, const [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * LocalBlueprint, const [FOnMergeResolved](API\Developer\Merge\FOnMergeResolved) & MergeResolutionCallback, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [FBlueprintEditor](API\Editor\Kismet\FBlueprintEditor) > Editor )
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IMerge::Get
/Engine/Source/Developer/Merge/Public/Merge.h
Singleton-like access to this module's interface. This is just for convenience! Beware of calling this during the shutdown phase, though. Your module might have been unloaded already. Returns singleton instance, loading the module on demand if needed
Merge
static [IMerge](API\Developer\Merge\IMerge) & Get()
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IMerge::IsAvailable
/Engine/Source/Developer/Merge/Public/Merge.h
Checks to see if this module is loaded and ready. It is only valid to callGet()ifIsAvailable()returns true. True if the module is loaded and ready to use
Merge
static bool IsAvailable()
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IMerge::PendingMerge
/Engine/Source/Developer/Merge/Public/Merge.h
whether the blueprint is in a conflicted state, and can therefore be merged.
Merge
bool PendingMerge ( const [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) & BlueprintObj ) const
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IMerge
/Engine/Source/Developer/Merge/Public/Merge.h
The public interface to this module
Merge
class IMerge : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)
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IMeshBoneReduction::FixUpSectionBoneMaps
/Engine/Source/Developer/MeshBoneReduction/Public/MeshBoneReduction.h
Fix up section bone maps based on list of bones to remove List of bones to remove should containstrue if success
MeshBoneReduction
void FixUpSectionBoneMaps ( [FSkelMeshSection](API\Runtime\Engine\Rendering\FSkelMeshSection) & Section, const [TMap](API\Runtime\Core\Containers\TMap)< FBoneIndexType, FBoneIndexType > & BonesToRepair, [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), [FImportedSkinWeightProfileData](API\Runtime\Engine\Animation\FImportedSkinWeightProfileData) > & SkinWeightProfiles )
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IMeshBoneReduction::GetBoneReductionData
/Engine/Source/Developer/MeshBoneReduction/Public/MeshBoneReduction.h
Get Bones To Remove from the Desired LOD List of bones to remove should containstrue if any bone to be replaced
MeshBoneReduction
bool GetBoneReductionData ( const [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * SkeletalMesh, int32 DesiredLOD, [TMap](API\Runtime\Core\Containers\TMap)< FBoneIndexType, FBoneIndexType > & OutBonesToReplace, const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > * BoneNamesToRemove )
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IMeshBoneReduction::ReduceBoneCounts
/Engine/Source/Developer/MeshBoneReduction/Public/MeshBoneReduction.h
Reduce Bone Counts for the SkeletalMesh with the LOD
MeshBoneReduction
bool ReduceBoneCounts ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * SkeletalMesh, int32 DesiredLOD, const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > * BoneNamesToRemove, bool bCallPostEditChange )
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IMeshBoneReduction
/Engine/Source/Developer/MeshBoneReduction/Public/MeshBoneReduction.h
Mesh reduction interface.
MeshBoneReduction
class IMeshBoneReduction
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IMeshBoneReductionModule::GetMeshBoneReductionInterface
/Engine/Source/Developer/MeshBoneReduction/Public/MeshBoneReduction.h
Retrieve the mesh reduction interface.
MeshBoneReduction
[IMeshBoneReduction](API\Developer\MeshBoneReduction\IMeshBoneReduction) * GetMeshBoneReductionInterface()
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IMeshBoneReductionModule
/Engine/Source/Developer/MeshBoneReduction/Public/MeshBoneReduction.h
Mesh reduction module interface.
MeshBoneReduction
class IMeshBoneReductionModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)
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FMeshBuilder::Build
/Engine/Source/Developer/MeshBuilder/Public/MeshBuilder.h
Build function should be override and is the starting point for skeletal mesh builders
MeshBuilder
bool Build ( const [FSkeletalMeshBuildParameters](API\Runtime\Engine\Engine\FSkeletalMeshBuildParameters) & SkeletalMeshBuildParameters )
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FMeshBuilder::Build
/Engine/Source/Developer/MeshBuilder/Public/MeshBuilder.h
Build function should be override and is the starting point for static mesh builders
MeshBuilder
bool Build ( [FStaticMeshRenderData](API\Runtime\Engine\FStaticMeshRenderData) & OutRenderData, [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, const [FStaticMeshLODGroup](API\Runtime\Engine\FStaticMeshLODGroup) & LODGroup, bool bGenerateCoarseMeshStreamingLODs, bool bAllowNanite )
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FMeshBuilder::FMeshBuilder
/Engine/Source/Developer/MeshBuilder/Public/MeshBuilder.h
MeshBuilder
FMeshBuilder()
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FMeshBuilder::BuildMeshVertexPositions
/Engine/Source/Developer/MeshBuilder/Public/MeshBuilder.h
MeshBuilder
bool BuildMeshVertexPositions ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, [TArray](API\Runtime\Core\Containers\TArray)< uint32 > & Indices, [TArray](API\Runtime\Core\Containers\TArray)< FVector3f > & Vertices )
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FMeshBuilder
/Engine/Source/Developer/MeshBuilder/Public/MeshBuilder.h
Abstract class which is the base class of all builder. All share code to build some render data should be found inside this class
MeshBuilder
class FMeshBuilder
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FMeshDescriptionHelper::FindOverlappingCorners
/Engine/Source/Developer/MeshBuilder/Public/MeshDescriptionHelper.h
MeshBuilder
void FindOverlappingCorners ( const [FMeshDescription](API\Runtime\MeshDescription\FMeshDescription) & MeshDescription, float ComparisonThreshold )
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FMeshDescriptionHelper::GetOverlappingCorners
/Engine/Source/Developer/MeshBuilder/Public/MeshDescriptionHelper.h
MeshBuilder
const [FOverlappingCorners](API\Runtime\MeshUtilitiesCommon\FOverlappingCorners) & GetOverlappingCorners() const
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FMeshDescriptionHelper::ReduceLOD
/Engine/Source/Developer/MeshBuilder/Public/MeshDescriptionHelper.h
MeshBuilder
void ReduceLOD ( const [FMeshDescription](API\Runtime\MeshDescription\FMeshDescription) & BaseMesh, [FMeshDescription](API\Runtime\MeshDescription\FMeshDescription) & DestMesh, const struct [FMeshReductionSettings](API\Runtime\Engine\Engine\FMeshReductionSettings) & ReductionSettings, const [FOverlappingCorners](API\Runtime\MeshUtilitiesCommon\FOverlappingCorners) & InOverlappingCorners, float & OutMaxDeviation )
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FMeshDescriptionHelper::SetupRenderMeshDescription
/Engine/Source/Developer/MeshBuilder/Public/MeshDescriptionHelper.h
Build a render mesh description with the BuildSettings. This will update the RenderMeshDescription in place.
MeshBuilder
void SetupRenderMeshDescription ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Owner, [FMeshDescription](API\Runtime\MeshDescription\FMeshDescription) & RenderMeshDescription, bool bForNanite, bool bNeedTangents )
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FMeshDescriptionHelper::FMeshDescriptionHelper
/Engine/Source/Developer/MeshBuilder/Public/MeshDescriptionHelper.h
MeshBuilder
FMeshDescriptionHelper ( [FMeshBuildSettings](API\Runtime\Engine\Engine\FMeshBuildSettings) * InBuildSettings )
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FSkeletalMeshBuilder::Build
/Engine/Source/Developer/MeshBuilder/Public/SkeletalMeshBuilder.h
MeshBuilder
virtual bool Build ( const struct [FSkeletalMeshBuildParameters](API\Runtime\Engine\Engine\FSkeletalMeshBuildParameters) & SkeletalMeshBuildParameters )
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FMeshDescriptionHelper
/Engine/Source/Developer/MeshBuilder/Public/MeshDescriptionHelper.h
MeshBuilder
class FMeshDescriptionHelper
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