Orrery Terrain · Blueprint · Orrery › Terrain › Materials
Connect Customized UV
Editor onlyConnect an expression's output to a material's customized UV, which Python cannot name (EMaterialProperty hides them).
Node
Blueprint Connect Customized UV
The graph as text
- Connect Customized UV (function call)
- In Material (Material object): None
- In From (MaterialExpression object): None
- In Output Name (String): empty
- In Index (Integer): 0
- Out Return Value (Boolean): not connected
- Palette
- Orrery › Terrain › Materials
- Node
- function call
- Module
- OrreryTerrainEditor, editor only: the node is in editor-utility Blueprints, not in packaged games
Inputs
| Pin | Type | Default | Meaning |
|---|---|---|---|
| Exec in | Exec | — | Runs the node. |
| Material | Material Object Reference | — | The material whose input is set. |
| From | Material Expression Object Reference | — | The expression whose output is connected. |
| Output Name | String | — | The output's name; empty: the first output. |
| Index | Integer | 0 | The customized UV, 0 .. 7. |
Outputs
| Pin | Type | Meaning |
|---|---|---|
| Exec out | Exec | Runs next. |
| Return Value | Boolean | False when the index or the output is unknown. |
Description
Raises the material's NumCustomizedUVs to Index + 1 when it is lower; nothing is recompiled here. The displaced material's customized UV 3 carries (the vertex's sub-post level, its displacement in cm) to the pixel's parallax.
How this page is made
Drawn from the C++ declaration’s reflection specifiers, not exported from the editor.