Files
UnrealEngineUWP/Engine/Source/Developer/MaterialBaking/Public/MaterialPropertyEx.h
Kevin Ortegren c0d11cc18f PR #8492: Add FMaterialPropertyEx::IsCustomOutput (Contributed by aidinabedi)
#rb none
#jira UE-131143
#rnx
#preflight 61e6c4707f0c4b5aad5e5640

[CL 18639198 by Kevin Ortegren in ue5-main branch]
2022-01-18 08:53:12 -05:00

53 lines
1.3 KiB
C

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "SceneTypes.h"
/** Structure extending EMaterialProperty to allow detailed information about custom output */
struct FMaterialPropertyEx
{
FMaterialPropertyEx(EMaterialProperty Type = MP_MAX, const FName& CustomOutput = NAME_None)
: Type(Type)
, CustomOutput(CustomOutput)
{}
FMaterialPropertyEx(const FName& CustomOutput)
: Type(MP_CustomOutput)
, CustomOutput(CustomOutput)
{}
FMaterialPropertyEx(const TCHAR* CustomOutput)
: Type(MP_CustomOutput)
, CustomOutput(CustomOutput)
{}
FORCEINLINE bool IsCustomOutput() const
{
return Type == MP_CustomOutput;
}
FORCEINLINE bool operator ==(const FMaterialPropertyEx& Other) const
{
return Type == Other.Type && (!IsCustomOutput() || CustomOutput == Other.CustomOutput);
}
FORCEINLINE bool operator !=(const FMaterialPropertyEx& Other) const
{
return !(*this == Other);
}
friend FORCEINLINE uint32 GetTypeHash(const FMaterialPropertyEx& Other)
{
return !Other.IsCustomOutput() ? GetTypeHash(Other.Type) : GetTypeHash(Other.CustomOutput);
}
MATERIALBAKING_API FString ToString() const;
/** The material property */
EMaterialProperty Type;
/** The name of a specific custom output. Only used if property is MP_CustomOutput */
FName CustomOutput;
};