Files
UnrealEngine/Engine/Source/Runtime/Landscape/Classes/Materials/MaterialExpressionLandscapeLayerSample.h
2025-05-18 13:04:45 +08:00

51 lines
1.6 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "Misc/Guid.h"
#include "Materials/MaterialExpression.h"
#include "MaterialExpressionLandscapeLayerSample.generated.h"
class UTexture;
struct FMaterialParameterInfo;
UCLASS(collapsecategories, hidecategories=Object, MinimalAPI)
class UMaterialExpressionLandscapeLayerSample : public UMaterialExpression
{
GENERATED_UCLASS_BODY()
UPROPERTY(EditAnywhere, Category=MaterialExpressionLandscapeLayerWeight)
FName ParameterName;
UPROPERTY(EditAnywhere, Category=MaterialExpressionLandscapeLayerWeight)
float PreviewWeight;
public:
//~ Begin UMaterialExpression Interface
#if WITH_EDITOR
virtual bool CanRenameNode() const override { return true; }
LANDSCAPE_API virtual FString GetEditableName() const override;
LANDSCAPE_API virtual void SetEditableName(const FString& NewName) override;
LANDSCAPE_API virtual int32 Compile(class FMaterialCompiler* Compiler, int32 OutputIndex) override;
LANDSCAPE_API virtual void GetCaption(TArray<FString>& OutCaptions) const override;
LANDSCAPE_API virtual bool MatchesSearchQuery(const TCHAR* SearchQuery) override;
/**
* Gets the landscape layer names
*/
LANDSCAPE_API virtual void GetLandscapeLayerNames(TArray<FName>& OutLayers) const override;
#endif
LANDSCAPE_API virtual UObject* GetReferencedTexture() const override;
LANDSCAPE_API virtual ReferencedTextureArray GetReferencedTextures() const override;
virtual bool CanReferenceTexture() const override { return true; }
//~ End UMaterialExpression Interface
};