Files
UnrealEngine/Engine/Plugins/Bridge/Source/MegascansPlugin/Private/Tools/BlendMaterials.h
Brandyn / Techy fcc1b09210 init
2026-04-04 15:40:51 -05:00

36 lines
1.2 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Templates/SharedPointer.h"
struct FAssetData;
struct FUAssetMeta;
class FMaterialBlend
{
private:
FMaterialBlend() = default;
static TSharedPtr<FMaterialBlend> MaterialBlendInst;
FString DBlendDestinationPath = TEXT("/Game/BlendMaterials");
FString DBlendInstanceName = TEXT("BlendMaterial");
FString DBlendMasterMaterial = TEXT("SurfaceBlend_MasterMaterial");
// TArray<FString> BlendSets = { "Base", "R", "G", "B", "A" };
TArray<FString> BlendSets = {"Base", "Middle", "Top"};
// TArray<FString> SupportedMapTypes = { "albedo", "normal", "roughness", "specular", "gloss", "displacement", "opacity", "translucency" };
TArray<FString> SupportedMapTypes = {"albedo", "normal", "ARD"};
bool ValidateSelectedAssets(TArray<FString> SelectedMaterials, FString &Failure);
FString MasterMaterialPath = TEXT("/Game/MSPresets/M_MS_SurfaceBlend_Material/M_MS_SurfaceBlend_Material.M_MS_SurfaceBlend_Material");
void HandleTextureLoading(FAssetData TextureData);
public:
static TSharedPtr<FMaterialBlend> Get();
void BlendSelectedMaterials();
void ConvertToVirtualTextures(FUAssetMeta AssetMetaData);
};