#include <ModelMaterialSlot.h>
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using | StableId = uint32_t |
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static void | Reflect (AZ::ReflectContext *context) |
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| StableId | m_stableId = InvalidStableId |
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Name | m_displayName |
| | The name of the slot as displayed to the user in UI. (Using Name instead of string for fast copies)
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Data::Asset< MaterialAsset > | m_defaultMaterialAsset { Data::AssetLoadBehavior::PreLoad } |
| | The material that will be applied to this slot by default.
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static constexpr StableId | InvalidStableId { AZStd::numeric_limits<ModelMaterialSlot::StableId>::max() } |
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Use by model assets to identify a logical material slot. Each slot has a unique ID, a name, and a default material. Each mesh in model will reference a single ModelMaterialSlot. Other classes like MeshFeatureProcessor and MaterialComponent can override the material associated with individual slots to alter the default appearance of the mesh.
◆ m_stableId
| StableId AZ::RPI::ModelMaterialSlot::m_stableId = InvalidStableId |
This ID must have a consistent value when the asset is reprocessed by the asset pipeline, and must be unique within the ModelLodAsset. In practice, this set using the MaterialUid from SceneAPI. See ModelAssetBuilderComponent::CreateMesh.
The documentation for this struct was generated from the following file:
- Gems/Atom/RPI/Code/Include/Atom/RPI.Reflect/Model/ModelMaterialSlot.h