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UnrealEngine/Engine/Plugins/Interchange/Runtime/Source/Nodes/Public/InterchangeMaterialReferenceNode.h
2025-05-18 13:04:45 +08:00

40 lines
1.2 KiB
C++

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