Orbdale Terrain · OrbdaleTerrainEditor module · member function
UOrbdaleTerrainMaterialLibrary::
ConnectCustomizedUV
Editor onlyBlueprintConnect an expression's output to a material's customized UV, which Python cannot name (EMaterialProperty hides them).
Declaration
UFUNCTION(BlueprintCallable, Category="Orbdale|Terrain|Materials")
static bool ConnectCustomizedUV(UMaterial* Material, UMaterialExpression* From, const FString& OutputName, int32 Index);Blueprint Connect Customized UV
The graph as text
- Connect Customized UV (function call)
- In Material (Material object): None
- In From (MaterialExpression object): None
- In Output Name (String): empty
- In Index (Integer): 0
- Out Return Value (Boolean): not connected
- Header
#include "OrbdaleTerrainMaterialLibrary.h"- Module
PublicDependencyModuleNames.Add("OrbdaleTerrainEditor");in an editor module’s Build.cs: an editor module, not in packaged games.- Stability
- Stable: changes within a major version only add.
- Thread
- Editor, game thread. (the rule of UOrbdaleTerrainMaterialLibrary)
- Blueprint
- Connect Customized UV, in Orbdale › Terrain › Materials
Description
Raises the material's NumCustomizedUVs to Index + 1 when it is lower; nothing is recompiled here. The displaced material's customized UV 3 carries (the vertex's sub-post level, its displacement in cm) to the pixel's parallax.
Parameters
| Name | Type | Default | Meaning |
|---|---|---|---|
Material | UMaterial* | — | The material whose input is set. |
From | UMaterial | — | The expression whose output is connected. |
OutputName | const FString& | — | The output's name; empty: the first output. |
Index | int32 | — | The customized UV, 0 .. 7. |
Returns
False when the index or the output is unknown.