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

43 lines
1.2 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 "MaterialExpressionLandscapeVisibilityMask.generated.h"
class UTexture;
struct FMaterialParameterInfo;
UCLASS(collapseCategories, hideCategories=Object, MinimalAPI)
class UMaterialExpressionLandscapeVisibilityMask : public UMaterialExpression
{
GENERATED_UCLASS_BODY()
public:
static LANDSCAPE_API FName ParameterName;
//~ Begin UMaterialExpression Interface
#if WITH_EDITOR
LANDSCAPE_API virtual int32 Compile(class FMaterialCompiler* Compiler, int32 OutputIndex) override;
LANDSCAPE_API virtual void GetCaption(TArray<FString>& OutCaptions) const 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
};