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UE3:MaterialExpression (UDK)

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UDK Object >> MaterialExpression
Package: 
Engine
Within class: 
Material
Direct subclasses:
MaterialExpressionAbs, MaterialExpressionAdd, MaterialExpressionAppendVector, MaterialExpressionBumpOffset, MaterialExpressionCameraVector, MaterialExpressionCameraWorldPosition, MaterialExpressionCeil, MaterialExpressionClamp, MaterialExpressionComment, MaterialExpressionComponentMask, MaterialExpressionCompound, MaterialExpressionConstant, MaterialExpressionConstant2Vector, MaterialExpressionConstant3Vector, MaterialExpressionConstant4Vector, MaterialExpressionConstantBiasScale, MaterialExpressionConstantClamp, MaterialExpressionCosine, MaterialExpressionCrossProduct, MaterialExpressionCustom, MaterialExpressionCustomTexture, MaterialExpressionDepthBiasedAlpha, MaterialExpressionDepthBiasedBlend, MaterialExpressionDeriveNormalZ, MaterialExpressionDesaturation, MaterialExpressionDestColor, MaterialExpressionDestDepth, MaterialExpressionDivide, MaterialExpressionDotProduct, MaterialExpressionDynamicParameter, MaterialExpressionFloor, MaterialExpressionFluidNormal, MaterialExpressionFmod, MaterialExpressionFontSample, MaterialExpressionFrac, MaterialExpressionFresnel, MaterialExpressionIf, MaterialExpressionLensFlareIntensity, MaterialExpressionLensFlareOcclusion, MaterialExpressionLensFlareRadialDistance, MaterialExpressionLensFlareRayDistance, MaterialExpressionLensFlareSourceDistance, MaterialExpressionLightmapUVs, MaterialExpressionLightmassReplace, MaterialExpressionLightVector, MaterialExpressionLinearInterpolate, MaterialExpressionMeshEmitterVertexColor, MaterialExpressionMultiply, MaterialExpressionNormalize, MaterialExpressionObjectOrientation, MaterialExpressionObjectRadius, MaterialExpressionObjectWorldPosition, MaterialExpressionOneMinus, MaterialExpressionPanner, MaterialExpressionParameter, MaterialExpressionParticleMacroUV, MaterialExpressionPixelDepth, MaterialExpressionPower, MaterialExpressionReflectionVector, MaterialExpressionRotator, MaterialExpressionSceneDepth, MaterialExpressionSceneTexture, MaterialExpressionScreenPosition, MaterialExpressionSine, MaterialExpressionSquareRoot, MaterialExpressionSubtract, MaterialExpressionTextureCoordinate, MaterialExpressionTextureSample, MaterialExpressionTime, MaterialExpressionTransform, MaterialExpressionTransformPosition, MaterialExpressionVertexColor, MaterialExpressionWindDirectionAndSpeed, MaterialExpressionWorldPosition, MaterialExpressionDistance, MaterialExpressionFoliageImpulseDirection, MaterialExpressionFoliageNormalizedRotationAxisAndAngle, MaterialExpressionOcclusionPercentage, MaterialExpressionPerInstanceRandom, MaterialExpressionRotateAboutAxis, MaterialExpressionSphereMask, MaterialExpressionTwoSidedSign, MaterialExpressionWorldNormal
This class in other games:
UT3


Properties

Property group 'MaterialExpression'

Desc

Type: string

A description that level designers can add (shows in the material editor UI).

Internal variables

bHidePreviewWindow

Type: bool

If TRUE, do not render the preview window for the expression

bIsParameterExpression

Type: bool

Indicates that this is a 'parameter' type of expression and should always be loaded (ie not cooked away) because we might want the default parameter.

bNeedToUpdatePreview

Type: bool

Modifiers: transient

If TRUE, we should update the preview next render. This is set when changing bRealtimePreview.

bRealtimePreview

Type: bool

Set to TRUE by RecursiveUpdateRealtimePreview() if the expression's preview needs to be updated in realtime in the material editor.

bShowOutputNameOnPin

Type: bool

If TRUE, use the output name as the label for the pin

Compound

Type: MaterialExpressionCompound

Modifiers: const

A reference to the compound expression this material expression belongs to.

EditorX

Type: int

Modifiers: deprecated

This variable is conlficting with Materia var, making new ones (MaterialExpressionEditor), and then deprecating this *

EditorY

Type: int

Modifiers: deprecated

This variable is conlficting with Materia var, making new ones (MaterialExpressionEditor), and then deprecating this *

MaterialExpressionEditorX

Type: int

Modifiers: editoronly


MaterialExpressionEditorY

Type: int

Modifiers: editoronly


MenuCategories

Type: array<name>

Categories to sort this expression into...

Structs

ExpressionInput

MaterialExpression Expression 
int Mask 
int MaskR 
int MaskG 
int MaskB 
int MaskA 
int GCC64_Padding 
Todo: 64: if the C++ didn't mismirror this structure (with MaterialInput), we might not need this