Comments (6)
Ok, at this point i think it is better to expose PostEditChange as a generic UObject method and follow the C++ pattern by calling it manually.
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As UMaterialInstanceConstant doesn't change parameters at Runtime, I have to wrap the following functions in my own UEPyMaterialInstance.h/.cpp
SetScalarParameterValueEditorOnly();
SetVectorParameterValueEditorOnly();
SetTextureParameterValueEditorOnly();
SetParentEditorOnly();
PostEditChange();
And it all works fine. I can easily create different variation of a material with a script.
@rdeioris, what is the contribution policy here? Possible to push my changes to a dev branch?
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Yes, the material interface is not exposed to the reflection system (except for very few cases).
I think a UEPyMaterial.c/.cpp api would be a better naming choise, so we can expose all of the material related features (starting from here: https://docs.unrealengine.com/latest/INT/API/Runtime/Engine/Materials/UMaterialInterface/index.html)
Regarding contribution, simply make a pull request for the master branch (add your credits into the CONTRIBUTORS file)
Regarding
SetParentEditorOnly();
PostEditChange();
combine them in a single function as PostEditChange() is mandatory.
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Ok, I can call PostEditChange() right after SetParentEditorOnly(). The following functions require to call PostEditChange to populate the changes down the chain as well.
SetScalarParameterValueEditorOnly();
SetVectorParameterValueEditorOnly();
SetTextureParameterValueEditorOnly();
As you may want to set multiple parameters without triggering post edit change event for performance reason, PostEditChange() could be exposed separately.
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I didn't realized that PostEditChange is UObject method. Good call.
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Remember to make a pull request when your code is usable :) Thanks
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