Re-exposed Starta after merge down from UE5-EA

#fyi Charles.deRousiers, Kevin.Ortegren

[CL 15371147 by Sebastien Hillaire in ue5-main branch]
This commit is contained in:
Sebastien Hillaire
2021-02-09 18:01:10 -04:00
parent ed5702eb16
commit d32298f4ce
5 changed files with 22 additions and 26 deletions
@@ -87,7 +87,7 @@ void UMaterialGraph::RebuildGraphInternal(const TMap<UMaterialExpression*, TArra
MaterialInputs.Add(FMaterialInputInfo(FMaterialAttributeDefinitionMap::GetDisplayNameForMaterial(MP_PixelDepthOffset, Material), MP_PixelDepthOffset, LOCTEXT("PixelDepthOffsetToolTip", "Pixel Depth Offset")));
MaterialInputs.Add(FMaterialInputInfo(FMaterialAttributeDefinitionMap::GetDisplayNameForMaterial(MP_ShadingModel, Material), MP_ShadingModel, LOCTEXT("ShadingModelToolTip", "Selects which shading model should be used per pixel")));
// STRATA_DISABLED MaterialInputs.Add(FMaterialInputInfo(FMaterialAttributeDefinitionMap::GetDisplayNameForMaterial(MP_FrontMaterial, Material), MP_FrontMaterial, LOCTEXT("FrontMaterialToolTip", "Specify the front facing material")));
MaterialInputs.Add(FMaterialInputInfo(FMaterialAttributeDefinitionMap::GetDisplayNameForMaterial(MP_FrontMaterial, Material), MP_FrontMaterial, LOCTEXT("FrontMaterialToolTip", "Specify the front facing material")));
//^^^ New material properties go above here. ^^^^
MaterialInputs.Add(FMaterialInputInfo(LOCTEXT("MaterialAttributes", "Material Attributes"), MP_MaterialAttributes, LOCTEXT("MaterialAttributesToolTip", "Material Attributes")));