#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< MaterialAsset > | m_asset |
This is the asset that subclass creators will build. | |
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.