Files
UnrealEngineUWP/Engine/Source/Editor/GraphEditor/Private/MaterialPins/SGraphPinMaterialInput.h
Simon Tovey 0453945bb0 UE-14522 - Unlit materials no longer make use of the normal input thus making it impossible to use modified normals to modify refraction on unlit materials
The material side of this was actually working. When the refraction input is connected, the normal pin is active. The issue was just visual.
Material result node pin widgets were caching their colour on construction. Changed to recalculate each frame.

[CL 2529948 by Simon Tovey in Main branch]
2015-04-29 05:45:13 -04:00

19 lines
394 B
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#pragma once
class SGraphPinMaterialInput : public SGraphPin
{
public:
SLATE_BEGIN_ARGS(SGraphPinMaterialInput) {}
SLATE_END_ARGS()
void Construct(const FArguments& InArgs, UEdGraphPin* InGraphPinObj);
protected:
// Begin SGraphPin interface
virtual FSlateColor GetPinColor() const override;
// End SGraphPin interface
};