View Issue Details
| ID | Project | Category | View Status | Date Submitted | Last Update |
|---|---|---|---|---|---|
| 0005266 | NoesisGUI | Unreal | public | 2026-10-22 18:17 | 2026-10-22 18:18 |
| Reporter | sfernandez | Assigned To | sfernandez | ||
| Priority | normal | Severity | minor | ||
| Status | assigned | Resolution | open | ||
| Product Version | 4.0.1 | ||||
| Target Version | 4.0.2 | ||||
| Summary | 0005266: All project Materials get registered and reflected in the Effect/Shader selector | ||||
| Description | Right now we automatically register all Materials (from the PostProcess and UI domains) in the Noesis reflection system so they can be used by Studio, which becomes very hard to manage on big projects. It would be better if the user explicitly creates the types (C++ class) for the Materials they want to use in the UI. Apart from producing a more manageable list of effects/shaders in Studio, it allows the user to specify Studio Metas to customize how the material properties are shown in Studio (min/max values, percentage editors...). We can keep current auto-registry behavior under a macro for users that don't want the hassle of manually creating the types. | ||||
| Platform | Any | ||||
| Date Modified | Username | Field | Change |
|---|---|---|---|
| 2026-10-22 18:17 | sfernandez | New Issue | |
| 2026-10-22 18:18 | sfernandez | Assigned To | => sfernandez |
| 2026-10-22 18:18 | sfernandez | Status | new => assigned |
| 2026-10-22 18:18 | sfernandez | Target Version | => 4.0.2 |
| 2026-10-22 18:18 | sfernandez | Description Updated |