Cogito, ergo sum

UE3:MaterialInstance (UDK)

From Unreal Wiki, The Unreal Engine Documentation Site

Jump to: navigation, search
UDK Object >> Surface >> MaterialInterface >> MaterialInstance

Contents

Package: 
Engine
Direct subclasses:
MaterialInstanceConstant, MaterialInstanceTimeVarying
This class in other games:
UT3


[edit] Properties

[edit] Property group 'MaterialInstance'

[edit] Parent

Type: MaterialInterface

Modifiers: const


[edit] PhysMaterial

Type: PhysicalMaterial

Physical material to use for this graphics material. Used for sounds, effects etc.

[edit] Internal variables

[edit] bHasStaticPermutationResource

Type: bool

indicates whether the instance has static permutation resources (which are required when static parameters are present)

[edit] bStaticPermutationDirty

Type: bool

Modifiers: native, transient

indicates whether the static permutation resource needs to be updated on PostEditChange()

[edit] ParentLightingGuid

Type: Object.Guid

Modifiers: private, const

Unique ID for this material, used for caching during distributed lighting

[edit] ReentrantFlag

Type: bool

Modifiers: private, const, native


[edit] ReferencedTextureGuids

Type: array<Object.Guid>

Modifiers: private, const, editoronly


[edit] ReferencedTextures

Type: array<Texture>

Modifiers: private, const

Array of textures referenced, updated in PostLoad. These are needed to keep the textures used by material resources from getting destroyed by realtime GC.

[edit] Resources

Type: pointer{class FMaterialInstanceResource}

Array size: 2

Modifiers: const, native, duplicatetransient


[edit] StaticParameters

Type: pointer{FStaticParameterSet}

Array size: 2

Modifiers: const, native, duplicatetransient

The set of static parameters that this instance will be compiled with, one for sm3 and one for sm2. This is indexed by EMaterialShaderPlatform.

[edit] StaticPermutationResources

Type: pointer{FMaterialResource}

Array size: 2

Modifiers: const, native, duplicatetransient

The material resources for this instance, one for sm3 and one for sm2. This is indexed by EMaterialShaderPlatform.

[edit] Native functions

[edit] ClearParameterValues

native function ClearParameterValues ()

Removes all parameter values

[edit] IsInMapOrTransientPackage

native function bool IsInMapOrTransientPackage () const

Returns if this MI is either in a map package or the transient package During gameplay, Set..Parameter should only be called on MIs where this is TRUE - otherwise you are modifying an MI within a content package, that will persist across level reload etc.

[edit] SetFontParameterValue

native function SetFontParameterValue (name ParameterName, Font FontValue, int FontPage)

Sets the value of the given font parameter.

Parameters:

  • ParameterName - The name of the font parameter
  • OutFontValue - New font value to set for this MIC
  • OutFontPage - New font page value to set for this MIC

[edit] SetParent

native function SetParent (MaterialInterface NewParent)


[edit] SetScalarCurveParameterValue

native function SetScalarCurveParameterValue (name ParameterName, Object.InterpCurveFloat Value)


[edit] SetScalarParameterValue

native function SetScalarParameterValue (name ParameterName, float Value)


[edit] SetTextureParameterValue

native function SetTextureParameterValue (name ParameterName, Texture Value)


[edit] SetVectorParameterValue

native function SetVectorParameterValue (name ParameterName, Object.LinearColor Value)