40 lines
1.2 KiB
C++
40 lines
1.2 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "Nodes/InterchangeBaseNode.h"
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#include "InterchangeMaterialReferenceNode.generated.h"
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#define UE_API INTERCHANGENODES_API
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/**
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* Describes a reference to an existing (as in, not imported) material.
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*
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* The idea is that mesh / actor nodes can reference one of these nodes as a slot dependency, and
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* Interchange will assign that existing material to the corresponding slot during import
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*/
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UCLASS(MinimalAPI, BlueprintType)
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class UInterchangeMaterialReferenceNode : public UInterchangeBaseNode
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{
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GENERATED_BODY()
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public:
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UE_API virtual FString GetTypeName() const override;
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public:
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/** Gets the content path of the target material (e.g. "/Game/MyFolder/Red.Red") */
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UFUNCTION(BlueprintCallable, Category = "Interchange | Node | Material Reference")
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UE_API bool GetCustomContentPath(FString& AttributeValue) const;
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/** Sets the content path of the target material (e.g. "/Game/MyFolder/Red.Red") */
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UFUNCTION(BlueprintCallable, Category = "Interchange | Node | Material Reference")
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UE_API bool SetCustomContentPath(const FString& AttributeValue) const;
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private:
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IMPLEMENT_NODE_ATTRIBUTE_KEY(ContentPath);
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};
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#undef UE_API
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