Open 3D Engine Atom Gem API Reference 23.10.0
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AZ::RPI::MaterialAssetCreator Class Reference

#include <MaterialAssetCreator.h>

Inherits AZ::RPI::AssetCreator< MaterialAsset >.

Public Member Functions

void Begin (const Data::AssetId &assetId, const Data::Asset< MaterialTypeAsset > &materialType)
 
bool End (Data::Asset< MaterialAsset > &result)
 
void SetMaterialTypeVersion (uint32_t version)
 
void SetPropertyValue (const Name &name, const MaterialPropertyValue &value)
 
void SetPropertyValue (const Name &name, const Data::Asset< ImageAsset > &imageAsset)
 
void SetPropertyValue (const Name &name, const Data::Asset< StreamingImageAsset > &imageAsset)
 
void SetPropertyValue (const Name &name, const Data::Asset< AttachmentImageAsset > &imageAsset)
 
- Public Member Functions inherited from AZ::RPI::AssetCreator< MaterialAsset >
void SetElevateWarnings (bool elevated)
 When true, treat all subsequent warnings as errors. Any warnings already reported will not be elevated.
 
bool GetElevateWarnings () const
 
int GetErrorCount () const
 
int GetWarningCount () const
 
bool IsFailed () const
 
void ReportError (const char *format, Args... args)
 
void ReportWarning (const char *format, Args... args)
 

Friends

class MaterialSourceData
 

Additional Inherited Members

- Protected Member Functions inherited from AZ::RPI::AssetCreator< MaterialAsset >
 AZ_DISABLE_COPY_MOVE (AssetCreator)
 
void BeginCommon (const Data::AssetId &assetId)
 
bool EndCommon (Data::Asset< MaterialAsset > &result)
 
bool ValidateIsReady ()
 
bool ValidateNotNull (void *pointer, const char *name)
 Reports errors when a pointer is null.
 
bool ValidateNotNull (const AZ::Data::Asset< AZ::Data::AssetData > &pointer, const char *name)
 
bool ValidateNotNull (const AZStd::intrusive_ptr< T > &pointer, const char *name)
 
- Protected Attributes inherited from AZ::RPI::AssetCreator< MaterialAsset >
Data::Asset< MaterialAssetm_asset
 This is the asset that subclass creators will build.
 

Detailed Description

Use a MaterialAssetCreator to create and configure a new MaterialAsset.

This requires the MaterialTypeAsset to be fully populated so it can read the property layout.


The documentation for this class was generated from the following file: