Created
June 11, 2023 07:21
-
-
Save BlurryLight/ec74297784e614e2cf005e86a9c64460 to your computer and use it in GitHub Desktop.
Simple Logic about replacing Material nodes in UE
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
void AlterMaterialParameter_Simple(UMaterial* Mat) | |
{ | |
UTexture2DArrayFactory* Texture2DArrayFactory = NewObject<UTexture2DArrayFactory>(); | |
UTexture2DArray* DummyTex = Cast<UTexture2DArray>(Texture2DArrayFactory->FactoryCreateNew(UTexture2DArray::StaticClass(),Mat,NAME_None,RF_Standalone | RF_Transactional,nullptr,GWarn)); | |
TArray<UMaterialExpressionTextureSampleParameter* > ParamsTextureSamples; | |
for (int32 ExpressionIndex = 0; ExpressionIndex < Mat->Expressions.Num(); ExpressionIndex++) | |
{ | |
auto* ExpressionPtr = Cast<UMaterialExpressionTextureSampleParameter>(Mat->Expressions[ExpressionIndex]); | |
if (ExpressionPtr) | |
{ | |
ParamsTextureSamples.Add(ExpressionPtr); | |
} | |
} | |
if(ParamsTextureSamples.Num() == 0) {return;} | |
for(int i = 0 ; i < ParamsTextureSamples.Num();i++) | |
{ | |
auto TargetExpression = ParamsTextureSamples[i]; | |
if (!Mat->MaterialGraph) | |
{ | |
Mat->MaterialGraph = CastChecked<UMaterialGraph>(FBlueprintEditorUtils::CreateNewGraph(Mat, NAME_None, UMaterialGraph::StaticClass(), UMaterialGraphSchema::StaticClass())); | |
Mat->MaterialGraph->Material = Mat; | |
Mat->MaterialGraph->RebuildGraph(); | |
} | |
UMaterialGraphNode* GraphNode = Cast<UMaterialGraphNode>(TargetExpression->GraphNode); | |
if(!GraphNode) | |
{ | |
UE_LOG(LogTemp, Error, TEXT("No Graph Node")); | |
return ; | |
} | |
UAssetEditorSubsystem* AssetEditorSubsystem = GEditor->GetEditorSubsystem<UAssetEditorSubsystem>(); | |
AssetEditorSubsystem->CloseAllEditorsForAsset( Mat ); | |
UMaterialExpression* TexCoordExpression = TargetExpression->Coordinates.Expression; | |
UMaterialExpressionTextureSampleParameter2DArray* Tex2DArrayExpression= | |
NewObject<UMaterialExpressionTextureSampleParameter2DArray>(Mat); | |
Tex2DArrayExpression->ParameterName = *FString::Printf(TEXT("%s_Arr"),*TargetExpression->ParameterName.ToString()); | |
Tex2DArrayExpression->SamplerType = SAMPLERTYPE_Color; | |
Tex2DArrayExpression->Group = TargetExpression->Group; | |
Tex2DArrayExpression->Texture = DummyTex; | |
Tex2DArrayExpression->MaterialExpressionEditorX = TargetExpression->MaterialExpressionEditorX; | |
Tex2DArrayExpression->MaterialExpressionEditorY = TargetExpression->MaterialExpressionEditorY - 96; | |
Mat->MaterialGraph->AddExpression(Tex2DArrayExpression,/*bUserInvoke*/ false); | |
Mat->Expressions.Add(Tex2DArrayExpression); | |
auto Tex2DArrayGraphNode = Cast<UMaterialGraphNode>(Tex2DArrayExpression->GraphNode); | |
Tex2DArrayGraphNode->ReplaceNode(GraphNode); | |
TArray<UEdGraphPin*> Tex2DArrayGraphInputPins; | |
Tex2DArrayGraphNode->GetInputPins(Tex2DArrayGraphInputPins); | |
GraphNode->GetGraph()->GetSchema()->BreakPinLinks(*Tex2DArrayGraphInputPins[0],true); | |
GraphNode->GetGraph()->GetSchema()->BreakNodeLinks(*GraphNode); | |
Mat->MaterialGraph->LinkMaterialExpressionsFromGraph(); | |
auto * LayerExpression= Cast<UMaterialExpressionConstant>(UMaterialEditingLibrary::CreateMaterialExpression(Mat,UMaterialExpressionConstant::StaticClass())); | |
LayerExpression->R = 0.0; | |
FString FunctionString = TEXT("/Engine/Functions/Engine_MaterialFunctions02/Utility/BreakOutFloat2Components.BreakOutFloat2Components"); | |
UMaterialFunction* BreakOutFloat2 = LoadObject<UMaterialFunction>(nullptr, *FunctionString, nullptr, LOAD_None, nullptr); | |
UMaterialExpressionMaterialFunctionCall* BreakOutFloat2Expression= | |
Cast<UMaterialExpressionMaterialFunctionCall>(UMaterialEditingLibrary::CreateMaterialExpression(Mat,UMaterialExpressionMaterialFunctionCall::StaticClass())); | |
BreakOutFloat2Expression->MaterialFunction = BreakOutFloat2; | |
BreakOutFloat2Expression->UpdateFromFunctionResource(); | |
TexCoordExpression->ConnectExpression(BreakOutFloat2Expression->GetInput(0),0); | |
FunctionString = TEXT("/Engine/Functions/Engine_MaterialFunctions02/Utility/MakeFloat3.MakeFloat3"); | |
UMaterialFunction* MakeFloat3= LoadObject<UMaterialFunction>(nullptr, *FunctionString, nullptr, LOAD_None, nullptr); | |
UMaterialExpressionMaterialFunctionCall* MakeFloat3Expression = | |
Cast<UMaterialExpressionMaterialFunctionCall>(UMaterialEditingLibrary::CreateMaterialExpression(Mat,UMaterialExpressionMaterialFunctionCall::StaticClass())); | |
MakeFloat3Expression->MaterialFunction = MakeFloat3; | |
MakeFloat3Expression->UpdateFromFunctionResource(); | |
BreakOutFloat2Expression->ConnectExpression(MakeFloat3Expression->GetInput(0),0); // u | |
BreakOutFloat2Expression->ConnectExpression(MakeFloat3Expression->GetInput(1),1); // v | |
LayerExpression->ConnectExpression(MakeFloat3Expression->GetInput(2),0); // w | |
MakeFloat3Expression->ConnectExpression(&(Tex2DArrayExpression->Coordinates),0); // uvw | |
Mat->Expressions.Remove(GraphNode->MaterialExpression); | |
Mat->RemoveExpressionParameter(GraphNode->MaterialExpression); | |
Mat->MaterialGraph->RebuildGraph(); | |
} | |
Mat->MarkPackageDirty(); | |
Mat->PostEditChange(); | |
} |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment