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Add composite & pinbase expressions / nodes, which use reroutes under the hood to ensure zero material overhead. Convert MaterialEditor to a WorkflowCentricApplication. Generally add subgraph existence support to MaterialGraph / MaterialEditor. #jira UE-96104 #rb Ben.Ingram Lauren.Barnes #fyi Lauren.Barnes [CL 14437968 by daren cheng in ue5-main branch]
13 lines
876 B
C++
13 lines
876 B
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "MaterialEditorTabs.h"
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const FName FMaterialEditorTabs::PreviewTabId(TEXT("MaterialEditor_Preview"));
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const FName FMaterialEditorTabs::PropertiesTabId(TEXT("MaterialEditor_MaterialProperties"));
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const FName FMaterialEditorTabs::PaletteTabId(TEXT("MaterialEditor_Palette"));
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const FName FMaterialEditorTabs::FindTabId(TEXT("MaterialEditor_Find"));
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const FName FMaterialEditorTabs::GraphEditor(TEXT("Document"));
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const FName FMaterialEditorTabs::PreviewSettingsTabId(TEXT("MaterialEditor_PreviewSettings"));
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const FName FMaterialEditorTabs::ParameterDefaultsTabId(TEXT("MaterialEditor_ParameterDefaults"));
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const FName FMaterialEditorTabs::CustomPrimitiveTabId(TEXT("MaterialEditor_CustomPrimitiveData"));
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const FName FMaterialEditorTabs::LayerPropertiesTabId(TEXT("MaterialInstanceEditor_MaterialLayerProperties")); |