55 lines
1.5 KiB
C++
55 lines
1.5 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "Nodes/InterchangeBaseNode.h"
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#include "InterchangeSpecularProfileNode.generated.h"
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#define UE_API INTERCHANGENODES_API
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UCLASS(MinimalAPI, BlueprintType)
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class UInterchangeSpecularProfileNode : public UInterchangeBaseNode
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{
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GENERATED_BODY()
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public:
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/**
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* Build and return a UID name for a specular profile node.
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*/
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static UE_API FString MakeNodeUid(const FStringView& NodeName);
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/**
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* Create a new UInterchangeSpecularProfileNode and add it to NodeContainer as a translated node.
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*/
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static UE_API UInterchangeSpecularProfileNode* Create(UInterchangeBaseNodeContainer* NodeContainer, const FStringView& NodeName);
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public:
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/**
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* Return the node type name of the class. This is used when reporting errors.
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*/
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UE_API virtual FString GetTypeName() const override;
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/** Set/Get the format based on ESpecularProfileFormat */
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UFUNCTION(BlueprintCallable, Category = "Interchange | Node | SpecularProfile")
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UE_API bool SetCustomFormat(uint8 Format);
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UFUNCTION(BlueprintCallable, Category = "Interchange | Node | SpecularProfile")
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UE_API bool GetCustomFormat(uint8& Format) const;
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UFUNCTION(BlueprintCallable, Category = "Interchange | Node | SpecularProfile")
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UE_API bool GetCustomTexture(FString& TextureUid) const;
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UFUNCTION(BlueprintCallable, Category = "Interchange | Node | SpecularProfile")
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UE_API bool SetCustomTexture(const FString& TextureUid);
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private:
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IMPLEMENT_NODE_ATTRIBUTE_KEY(Format)
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IMPLEMENT_NODE_ATTRIBUTE_KEY(Texture)
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};
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#undef UE_API
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