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Re-exposed Starta after merge down from UE5-EA
#fyi Charles.deRousiers, Kevin.Ortegren [CL 15371147 by Sebastien Hillaire in ue5-main branch]
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@@ -87,7 +87,7 @@ void UMaterialGraph::RebuildGraphInternal(const TMap<UMaterialExpression*, TArra
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MaterialInputs.Add(FMaterialInputInfo(FMaterialAttributeDefinitionMap::GetDisplayNameForMaterial(MP_PixelDepthOffset, Material), MP_PixelDepthOffset, LOCTEXT("PixelDepthOffsetToolTip", "Pixel Depth Offset")));
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MaterialInputs.Add(FMaterialInputInfo(FMaterialAttributeDefinitionMap::GetDisplayNameForMaterial(MP_ShadingModel, Material), MP_ShadingModel, LOCTEXT("ShadingModelToolTip", "Selects which shading model should be used per pixel")));
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// STRATA_DISABLED MaterialInputs.Add(FMaterialInputInfo(FMaterialAttributeDefinitionMap::GetDisplayNameForMaterial(MP_FrontMaterial, Material), MP_FrontMaterial, LOCTEXT("FrontMaterialToolTip", "Specify the front facing material")));
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MaterialInputs.Add(FMaterialInputInfo(FMaterialAttributeDefinitionMap::GetDisplayNameForMaterial(MP_FrontMaterial, Material), MP_FrontMaterial, LOCTEXT("FrontMaterialToolTip", "Specify the front facing material")));
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//^^^ New material properties go above here. ^^^^
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MaterialInputs.Add(FMaterialInputInfo(LOCTEXT("MaterialAttributes", "Material Attributes"), MP_MaterialAttributes, LOCTEXT("MaterialAttributesToolTip", "Material Attributes")));
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