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Orbdale

Orbdale Terrain · OrbdaleTerrainEditor module · member function

UOrbdaleTerrainMaterialLibrary::

ConnectCustomizedUV

Editor onlyBlueprint

Connect 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
  1. 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

NameTypeDefaultMeaning
MaterialUMaterial*—

The material whose input is set.

FromUMaterialExpression*—

The expression whose output is connected.

OutputNameconst FString&—

The output's name; empty: the first output.

Indexint32—

The customized UV, 0 .. 7.

Returns

False when the index or the output is unknown.