/// <summary>Creates a Dynamic Material Instance which you can modify during gameplay.</summary> public static UMaterialInstanceDynamic CreateDynamicMaterialInstance(UObject WorldContextObject, UMaterialInterface Parent) { IntPtr ___ret = CreateDynamicMaterialInstance(IntPtr.Zero, WorldContextObject, Parent); if (___ret == IntPtr.Zero) { return(null); } UMaterialInstanceDynamic ___ret2 = new UMaterialInstanceDynamic() { _this = ___ret }; return(___ret2); }
/// <summary> /// Gets the material that allows changes to parameters at runtime. The brush must already have a material assigned to it, /// if it does it will automatically be converted to a MID. /// @return A material that supports dynamic input from the game. /// </summary> public static UMaterialInstanceDynamic GetDynamicMaterial(out FSlateBrush Brush) { IntPtr ___ret = GetDynamicMaterial(IntPtr.Zero, out Brush); if (___ret == IntPtr.Zero) { return(null); } UMaterialInstanceDynamic ___ret2 = new UMaterialInstanceDynamic() { _this = ___ret }; return(___ret2); }
/// <summary> /// Creates a Dynamic Material Instance for the specified named material override, optionally from the supplied material. /// @param Name - The slot name of the material to replace. If invalid, the material is unchanged and NULL is returned. /// </summary> public UMaterialInstanceDynamic CreateNamedDynamicMaterialInstance(string InName, UMaterialInterface SourceMaterial) { CheckIsValid(); IntPtr ___ret = CreateNamedDynamicMaterialInstance(_this.Get(), InName, SourceMaterial); if (___ret == IntPtr.Zero) { return(null); } UMaterialInstanceDynamic ___ret2 = new UMaterialInstanceDynamic() { _this = ___ret }; return(___ret2); }
public UMaterialInstanceDynamic GetDynamicMaterial() { CheckIsValid(); IntPtr ___ret = GetDynamicMaterial(_this.Get()); if (___ret == IntPtr.Zero) { return(null); } UMaterialInstanceDynamic ___ret2 = new UMaterialInstanceDynamic() { _this = ___ret }; return(___ret2); }
/// <summary> /// Creates a Dynamic Material Instance for the specified element index, optionally from the supplied material. /// @param ElementIndex - The index of the skin to replace the material for. If invalid, the material is unchanged and NULL is returned. /// </summary> public UMaterialInstanceDynamic CreateDynamicMaterialInstance(int ElementIndex, UMaterialInterface SourceMaterial) { CheckIsValid(); IntPtr ___ret = CreateDynamicMaterialInstance(_this.Get(), ElementIndex, SourceMaterial); if (___ret == IntPtr.Zero) { return(null); } UMaterialInstanceDynamic ___ret2 = new UMaterialInstanceDynamic() { _this = ___ret }; return(___ret2); }