Files
UnrealEngineUWP/Engine/Source/Editor/MaterialEditor/Private/MaterialEditorTabs.cpp
daren cheng 0e796eb369 Add grouping to material graph.
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]
2020-10-07 10:35:24 -04:00

13 lines
876 B
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "MaterialEditorTabs.h"
const FName FMaterialEditorTabs::PreviewTabId(TEXT("MaterialEditor_Preview"));
const FName FMaterialEditorTabs::PropertiesTabId(TEXT("MaterialEditor_MaterialProperties"));
const FName FMaterialEditorTabs::PaletteTabId(TEXT("MaterialEditor_Palette"));
const FName FMaterialEditorTabs::FindTabId(TEXT("MaterialEditor_Find"));
const FName FMaterialEditorTabs::GraphEditor(TEXT("Document"));
const FName FMaterialEditorTabs::PreviewSettingsTabId(TEXT("MaterialEditor_PreviewSettings"));
const FName FMaterialEditorTabs::ParameterDefaultsTabId(TEXT("MaterialEditor_ParameterDefaults"));
const FName FMaterialEditorTabs::CustomPrimitiveTabId(TEXT("MaterialEditor_CustomPrimitiveData"));
const FName FMaterialEditorTabs::LayerPropertiesTabId(TEXT("MaterialInstanceEditor_MaterialLayerProperties"));