UE3:Engine internal variables (UDK)
- Engine internal variables in other games:
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Internal variables
AdditionalFontNames
Modifiers: globalconfig
AdditionalFonts
Modifiers: private
Any additional fonts that script may use without hard-referencing the font.
bAllowMatureLanguage
Type: bool
Modifiers: config
whether mature language is allowed *
bAreConstraintsDirty
Type: bool
Modifiers: transient
Keeps track whether actors moved via PostEditMove and therefore constraint syncup should be performed.
bCheckParticleRenderSize
Type: bool
Modifiers: globalconfig
If TRUE, then perform particle size checks in non FINAL_RELEASE builds.
Default value: True
bDisablePhysXHardwareSupport
Type: bool
Modifiers: config
Do not use Ageia PhysX hardware
Default value: True
BeginUPTryCount
Type: int
Modifiers: config
The number of times to attempt the Begin*UP call before assuming the GPU is hosed
Default value: 200000
bEnableColorClear
Type: bool
Modifiers: globalconfig, const
By default, each frame's initial scene color clear is disabled. This flag can be toggled at runtime to enable clearing for development.
Default value: True
bEnableKismetLogging
Type: bool
Modifiers: config
whether kismet logging is enabled.
bEnableOnScreenDebugMessages
Type: bool
Modifiers: globalconfig
If TRUE, then disable OnScreenDebug messages. Can be toggled in real-time.
Default value: True
bEnableOnScreenDebugMessagesDisplay
Type: bool
Modifiers: transient
If TRUE, then disable the display of OnScreenDebug messages (used when running)
bForceCPUSkinning
Type: bool
Modifiers: config
Force to CPU skinning only for skeletal mesh rendering
bHasPendingGlobalReattach
Type: bool
Modifiers: transient
TRUE if the engine needs to perform a delayed global component reattach (really just for editor)
BoneWeightMaterial
Type: Material
Material used to render bone weights on skel meshes
BoneWeightMaterialName
Type: string
Modifiers: globalconfig
Default value: "EngineDebugMaterials.BoneWeightMaterial"
bOnScreenKismetWarnings
Type: bool
Modifiers: config
whether to send Kismet warning messages to the screen (via PlayerController::ClientMessage())
Default value: True
bPauseOnLossOfFocus
Type: bool
Modifiers: config
Whether to pause the game if focus is lost.
bRenderLightMapDensityGrayscale
Type: bool
Modifiers: globalconfig
If TRUE, then render grayscale density.
Default value: True
bRenderTerrainCollisionAsOverlay
Type: bool
Modifiers: config
Terrain collision viewing - If TRUE, overlay collion level else render it and overlay terrain.
bShouldGenerateSimpleLightmaps
Type: bool
Modifiers: globalconfig
Whether or not the simple lightmaps should be generated during lighting rebuilds.
Default value: True
bSmoothFrameRate
Type: bool
Modifiers: config
Whether to enable framerate smoothing.
Default value: True
bSuppressMapWarnings
Type: bool
Modifiers: globalconfig
If TRUE, then skip drawing map warnings on screen even in non FINAL_RELEASE builds
BuildingQuadStaticMesh
Type: StaticMesh
Mesh used when we need a quad
BuildingQuadStaticMeshName
Type: string
Modifiers: globalconfig
Default value: "EngineBuildings.BuildingQuadMesh"
bUsePostProcessEffects
Type: bool
Modifiers: config
Whether to use post processing effects or not
CameraRotationThreshold
Type: float
Modifiers: config
camera rotation (deg) beyond which occlusion queries are ignored from previous frame (because they are likely not valid)
Default value: 45.0
CameraTranslationThreshold
Type: float
Modifiers: config
camera movement beyond which occlusion queries are ignored from previous frame (because they are likely not valid)
Default value: 10000.0
Client
Type: Client
Modifiers: const
Abstract interface to platform-specific subsystems
ClientCycles
Type: int
ConsoleClass
The class to use for the game console.
ConsoleClassName
Type: string
Modifiers: globalconfig
Default value: "UTGame.UTConsole"
CrossMaterial
Type: Material
Material used for drawing a cross mark.
CrossMaterialName
Type: string
Modifiers: globalconfig
Default value: "EditorMaterials.Cross_Mat"
DataStoreClientClass
Type: class<DataStoreClient>
The class to use for managing the global data stores
DataStoreClientClassName
Type: string
Modifiers: globalconfig
Default value: "Engine.DataStoreClient"
DebugManager
Type: DebugManager
Modifiers: const
Global debug manager helper object that stores configuration and state used during development
DefaultDecalMaterial
Type: Material
The decal material used for fallback case of decals
DefaultDecalMaterialName
Type: string
Modifiers: globalconfig
Default value: "EngineMaterials.DefaultDecalMaterial"
DefaultFogVolumeMaterial
Type: Material
The default fog volume material
DefaultFogVolumeMaterialName
Type: string
Modifiers: globalconfig
Default value: "EngineMaterials.FogVolumeMaterial"
DefaultMaterial
Type: Material
The material used when no material is explicitly applied.
DefaultMaterialName
Type: string
Modifiers: globalconfig
Default value: "EngineMaterials.DefaultMaterial"
DefaultOnlineSubsystemName
Type: string
Modifiers: globalconfig
Default value: "OnlineSubsystemPC.OnlineSubsystemPC"
DefaultPhysMaterial
Type: PhysicalMaterial
PhysicalMaterial to use if none is defined for a particular object.
DefaultPhysMaterialName
Type: string
Modifiers: globalconfig
Default value: "EngineMaterials.DefaultPhysicalMaterial"
DefaultPostProcess
Type: PostProcessChain
Default engine post process chain used for the game and main editor view
DefaultPostProcessName
Type: string
Modifiers: config
Default value: "FX_HitEffects.UTPostProcess_Console"
DefaultSelectedMaterialColor
Type: Object.LinearColor
Modifiers: globalconfig
Default color of selected objects in the level viewport (additive)
Default value:
Member | Value |
---|---|
A | 1.0 |
B | 0.24 |
G | 0.02 |
R | 0.04 |
DefaultSound
Type: SoundNodeWave
White noise sound
DefaultSoundName
Type: string
Modifiers: globalconfig
Default value: "EngineSounds.WhiteNoise"
DefaultTexture
Type: Texture
A global default texture.
DefaultTextureName
Type: string
Modifiers: globalconfig
Default value: "EngineMaterials.DefaultDiffuse"
DefaultUICaretMaterial
Type: Material
Material used for drawing meshes when their collision is missing.
DefaultUICaretMaterialName
Type: string
Modifiers: globalconfig
Default value: "EngineMaterials.BlinkingCaret"
DefaultUIScenePostProcess
Type: PostProcessChain
post process chain used for rendering the UI
DefaultUIScenePostProcessName
Type: string
Modifiers: config
Default value: "EngineMaterials.DefaultUIPostProcess"
DeferredCommands
Modifiers: init
Array of deferred command strings/ execs that get executed at the end of the frame
DynamicCoverMeshComponentName
Type: string
Modifiers: globalconfig
Overridable class for cover mesh rendering in-game, used to get around the editoronly restrictions needed by the base CoverMeshComponent
EditorBrushMaterial
Type: Material
A material used to render the sides of the builder brush/volumes/etc.
EditorBrushMaterialName
Type: string
Modifiers: globalconfig
Default value: "EngineMaterials.EditorBrushMaterial"
EmissiveTexturedMaterial
Type: Material
A textured material with an instance parameter for the texture.
EmissiveTexturedMaterialName
Type: string
Modifiers: globalconfig
Default value: "EngineMaterials.EmissiveTexturedMaterial"
FluidSimulationTimeLimit
Type: float
Modifiers: config
Time limit (in milliseconds) for a fluid simulation update, to avoid spiraling into a bad feedback-loop with slower and slower framerate. This value is doubled in debug builds.
Default value: 30.0
GameCycles
Type: int
GamePlayers
Type: array<LocalPlayer>
Modifiers: init
Viewports for all players in all game instances (all PIE windows, for example)
GameViewport
Type: GameViewportClient
Modifiers: const
the viewport representing the current game instance
GameViewportClientClass
Type: class<GameViewportClient>
The class to use for the game viewport client.
GameViewportClientClassName
Type: string
Modifiers: globalconfig
Default value: "UTGame.UTGameViewportClient"
GeomMaterial
Type: Material
A translucent material used to render things in geometry mode.
GeomMaterialName
Type: string
Modifiers: globalconfig
Default value: "EngineDebugMaterials.GeomMaterial"
HACK_UseTickFrequency
Type: bool
Modifiers: globalconfig
Whether or not to use the TickFrequency code path (c.f. AActor::Tick()
HeatmapMaterial
Type: Material
Material used to render game stat heatmaps.
HeatmapMaterialName
Type: string
Modifiers: globalconfig
Default value: "EngineDebugMaterials.HeatmapMaterial"
IdealLightMapDensity
Type: float
Modifiers: globalconfig
Ideal lightmap density value for coloring.
Default value: 1.0
IdealTextureDensity
Type: float
Modifiers: globalconfig
Default value: 13.0
IgnoreSimulatedFuncWarnings
Modifiers: globalconfig
If DevAbsorbFuncs logging is unsuppressed and _DEBUG is defined in native, functions listed in this array will not throw a warning when they are absorbed for not being simulated on clients. Useful for functions like Tick, where this behaviour is intentional
Default value: 'Tick'
LargeFont
Type: Font
Modifiers: private
LargeFontName
Type: string
Modifiers: globalconfig
Default value: "MultiFont'UI_Fonts_Final.HUD..MF_Large'"
LevelColorationLitMaterial
Type: Material
Material used for visualizing level membership in lit viewport modes.
LevelColorationLitMaterialName
Type: string
Modifiers: globalconfig
Default value: "EngineDebugMaterials.LevelColorationLitMaterial"
LevelColorationUnlitMaterial
Type: Material
Material used for visualizing level membership in unlit viewport modes.
LevelColorationUnlitMaterialName
Type: string
Modifiers: globalconfig
Default value: "EngineDebugMaterials.LevelColorationUnlitMaterial"
LightComplexityColors
Type: array<Object.Color>
Modifiers: globalconfig
The colors used to render light complexity.
Default value, index 0:
Member | Value |
---|---|
A | 1 |
B | 0 |
G | 0 |
R | 0 |
Default value, index 1:
Member | Value |
---|---|
A | 1 |
B | 0 |
G | 255 |
R | 0 |
Default value, index 2:
Member | Value |
---|---|
A | 1 |
B | 0 |
G | 191 |
R | 63 |
Default value, index 3:
Member | Value |
---|---|
A | 1 |
B | 0 |
G | 127 |
R | 127 |
Default value, index 4:
Member | Value |
---|---|
A | 1 |
B | 0 |
G | 63 |
R | 191 |
Default value, index 5:
Member | Value |
---|---|
A | 1 |
B | 0 |
G | 0 |
R | 255 |
LightingOnlyBrightness
Type: Object.LinearColor
Modifiers: globalconfig
Default value:
Member | Value |
---|---|
A | 1.0 |
B | 0.5 |
G | 0.5 |
R | 0.5 |
LightingTexelDensityMaterial
Type: Material
Material used for visualizing lighting only w/ lightmap texel density.
LightingTexelDensityName
Type: string
Modifiers: globalconfig
Default value: "EngineDebugMaterials.MAT_LevelColorationLitLightmapUVs"
LightMapDensityNormal
Type: Texture2D
Texture used to display LightMapDensity
LightMapDensityNormalName
Type: string
Modifiers: globalconfig
Default value: "EngineMaterials.DefaultNormal"
LightMapDensitySelectedColor
Type: Object.LinearColor
Modifiers: globalconfig
The color to render selected objects in for LightMap Density view mode.
Default value:
Member | Value |
---|---|
A | 1.0 |
B | 1.0 |
G | 0.2 |
R | 1.0 |
LightMapDensityTexture
Type: Texture2D
Texture used to display LightMapDensity
LightMapDensityTextureName
Type: string
Modifiers: globalconfig
Default value: "EngineMaterials.DefaultWhiteGrid"
LightMapDensityVertexMappedColor
Type: Object.LinearColor
Modifiers: globalconfig
The color to render vertex mapped objects in for LightMap Density view mode.
Default value:
Member | Value |
---|---|
A | 1.0 |
B | 0.25 |
G | 0.65 |
R | 0.65 |
LocalPlayerClass
Type: class<LocalPlayer>
The class to use for local players.
LocalPlayerClassName
Type: string
Modifiers: config
Default value: "Engine.LocalPlayer"
MaxFluidNumVerts
Type: int
Modifiers: config
The most vertices a fluid surface can have. The number of verts is clamped to avoid running out of memory and exposing driver bugs.
Default value: 1048576
MaxLightMapDensity
Type: float
Modifiers: globalconfig
Maximum lightmap density value for coloring.
Default value: 3.0
MaxOcclusionPixelsFraction
Type: float
Modifiers: config
Max screen pixel fraction where retesting when unoccluded is worth the GPU time.
Default value: 0.0010
MaxParticleResize
Type: int
Modifiers: config
The maximum allowed size to a ParticleEmitterInstance::Resize call. If larger, the function will return without resizing.
Default value: 1024
MaxParticleResizeWarn
Type: int
Modifiers: config
If the resize request is larger than this, spew out a warning to the log
Default value: 10240
MaxParticleSpriteCount
Type: int
Modifiers: transient
MaxParticleSubUVCount
Type: int
Modifiers: transient
MaxParticleVertexMemory
Type: int
Modifiers: config
The maximum amount of memory any single emitter is allowed to take for its vertices
Default value: 131972
MaxPixelShaderAdditiveComplexityCount
Type: float
Modifiers: globalconfig
Complexity limits for the various complexity viewmode combinations. These limits are used to map instruction counts to ShaderComplexityColors.
Default value: 900.0
MaxSmoothedFrameRate
Type: float
Modifiers: config
Maximum framerate to smooth. Code will try to not go over via waiting.
Default value: 62.0
MaxTextureDensity
Type: float
Modifiers: globalconfig
Default value: 55.0
MaxTrackedOcclusionIncrement
Type: float
Modifiers: globalconfig
The largest step-size allowed for lens flare occlusion results before using the incremental step method.
Default value: 0.1
MediumFont
Type: Font
Modifiers: private
MediumFontName
Type: string
Modifiers: globalconfig
Default value: "MultiFont'UI_Fonts_Final.HUD.MF_Medium'"
MeshLODRange
Type: float
Modifiers: config
Level of detail range control for meshes
MinLightMapDensity
Type: float
Modifiers: globalconfig
Minimum lightmap density value for coloring.
MinSmoothedFrameRate
Type: float
Modifiers: config
Minimum framerate smoothing will kick in.
Default value: 22.0
MinTextureDensity
Type: float
Modifiers: globalconfig
Range for the texture density viewmode.
NetClientTicksPerSecond
Type: float
Modifiers: globalconfig
Number of times to tick each client per second
Default value: 200.0
OnlineSubsystemClass
Type: class<OnlineSubsystem>
OnlineSubsystem class to use for netplay
PendingDroppedNotes
Type: array<DropNoteInfo>
Modifiers: transient
PercentUnoccludedRequeries
Type: float
Modifiers: config
The percent of previously unoccluded primitives which are requeried every frame.
Default value: 0.125
PrimitiveProbablyVisibleTime
Type: float
Modifiers: config
The amount of time a primitive is considered to be probably visible after it was last actually visible.
Default value: 8.0
ProcBuildingSimpleMaterial
Type: Material
Material used to render the low detail version of procedural buildings
ProcBuildingSimpleMaterialName
Type: string
Modifiers: globalconfig
Default value: "EngineBuildings.ProcBuildingSimpleMaterial"
RandomAngleTexture
Type: Texture2D
Texture used to get random angles per-pixel by the Branching PCF implementation
RandomAngleTextureName
Type: string
Modifiers: globalconfig
Default value: "EngineMaterials.RandomAngles"
RandomNormalTexture
Type: Texture2D
Texture used to get random normals per-pixel
RandomNormalTexture2
Type: Texture2D
Texture used to get random normals per-pixel, new SSAO
RandomNormalTextureName
Type: string
Modifiers: globalconfig
Default value: "EngineMaterials.RandomNormal"
RandomNormalTextureName2
Type: string
Modifiers: globalconfig
Default value: "EngineMaterials.RandomNormal2"
RemoteControlExec
Type: pointer{class FRemoteControlExec}
Modifiers: native
Entry point for RemoteControl, the in-game UI for the exec system.
RemoveSurfaceMaterial
Type: Material
Material used to indicate that the associated BSP surface should be removed.
RemoveSurfaceMaterialName
Type: string
Modifiers: globalconfig
Default value: "EngineMaterials.RemoveSurfaceMaterial"
RenderLightMapDensityColorScale
Type: float
Modifiers: globalconfig
The scale factor when rendering color density.
Default value: 1.0
RenderLightMapDensityGrayscaleScale
Type: float
Modifiers: globalconfig
The scale factor when rendering grayscale density.
Default value: 1.0
SceneCaptureCubeActorMaterial
Type: Material
Material used for visualizing the cube map scene captures on a mesh
SceneCaptureCubeActorMaterialName
Type: string
Modifiers: globalconfig
Default value: "EngineMaterials.CubeMaterial"
SceneCaptureReflectActorMaterial
Type: Material
Material used for visualizing the reflection scene captures on a surface
SceneCaptureReflectActorMaterialName
Type: string
Modifiers: globalconfig
Default value: "EngineMaterials.ScreenMaterial"
ScoutClassName
Type: string
Modifiers: const, config
Class name of the scout to use for path building
Default value: "UTGame.UTScout"
SelectedMaterialColor
Type: Object.LinearColor
Modifiers: transient
Color of selected objects in the level viewport (additive)
ShadedLevelColorationLitMaterial
Type: Material
Material used for visualizing level membership in lit viewport modes. Uses shading to show axis directions.
ShadedLevelColorationLitMaterialName
Type: string
Modifiers: globalconfig
Default value: "EngineDebugMaterials.ShadedLevelColorationLitMaterial"
ShadedLevelColorationUnlitMaterial
Type: Material
Material used for visualizing level membership in unlit viewport modes. Uses shading to show axis directions.
ShadedLevelColorationUnlitMaterialName
Type: string
Modifiers: globalconfig
Default value: "EngineDebugMaterials.ShadedLevelColorationUnlitMaterial"
ShaderComplexityColors
Type: array<Object.LinearColor>
Modifiers: globalconfig
The colors used to render shader complexity.
Default value, index 0:
Member | Value |
---|---|
A | 1.0 |
B | 0.127 |
G | 1.0 |
R | 0.0 |
Default value, index 1:
Member | Value |
---|---|
A | 1.0 |
B | 0.0 |
G | 1.0 |
R | 0.0 |
Default value, index 2:
Member | Value |
---|---|
A | 1.0 |
B | 0.0 |
G | 0.52 |
R | 0.046 |
Default value, index 3:
Member | Value |
---|---|
A | 1.0 |
B | 0.0 |
G | 0.215 |
R | 0.215 |
Default value, index 4:
Member | Value |
---|---|
A | 1.0 |
B | 0.0 |
G | 0.046 |
R | 0.52 |
Default value, index 5:
Member | Value |
---|---|
A | 1.0 |
B | 0.0 |
G | 0.0 |
R | 0.7 |
Default value, index 6:
Member | Value |
---|---|
A | 1.0 |
B | 0.0 |
G | 0.0 |
R | 1.0 |
Default value, index 7:
Member | Value |
---|---|
A | 1.0 |
B | 0.5 |
G | 0.0 |
R | 1.0 |
Default value, index 8:
Member | Value |
---|---|
A | 1.0 |
B | 0.9 |
G | 0.9 |
R | 1.0 |
SmallFont
Type: Font
Modifiers: private
SmallFontName
Type: string
Modifiers: globalconfig
Default value: "EngineFonts.SmallFont"
StatColorMappings
Type: array<StatColorMapping>
Modifiers: globalconfig
Default value, index 0:
Default value, index 1:
Default value, index 2:
Member | Value | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
ColorMap |
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
StatName | "Streaming fudge factor" |
SubtitleFont
Type: Font
Modifiers: private
SubtitleFontName
Type: string
Modifiers: globalconfig
Default value: "MultiFont'UI_Fonts_Final.HUD.MF_Medium'"
TangentColorMaterial
Type: Material
Material used to render tangents on skel meshes
TangentColorMaterialName
Type: string
Modifiers: globalconfig
Default value: "EngineDebugMaterials.TangentColorMaterial"
TerrainErrorMaterial
Type: Material
The material used when terrain compilation is too complex.
TerrainErrorMaterialName
Type: string
Modifiers: globalconfig
Default value: "EngineDebugMaterials.MaterialError_Mat"
TerrainMaterialMaxTextureCount
Type: int
Modifiers: globalconfig
Default value: 16
TerrainTessellationCheckCount
Type: int
Modifiers: globalconfig
This is the number of frames that are used between terrain tessellation re-calculations
Default value: 6
TerrainTessellationCheckDistance
Type: float
Modifiers: globalconfig
The radius from the view origin that terrain tessellation checks should be performed. If 0.0, every component will be checked for tessellation changes each frame.
Default value: 4096.0
ThumbnailMaterialPostProcess
Type: PostProcessChain
post process chain used for material thumbnails
ThumbnailMaterialPostProcessName
Type: string
Modifiers: config
Default value: "EngineMaterials.DefaultThumbnailPostProcess"
ThumbnailParticleSystemPostProcess
Type: PostProcessChain
post process chain used for particle system thumbnails
ThumbnailParticleSystemPostProcessName
Type: string
Modifiers: config
Default value: "EngineMaterials.DefaultThumbnailPostProcess"
ThumbnailSkeletalMeshPostProcess
Type: PostProcessChain
post process chain used for skeletal mesh thumbnails
ThumbnailSkeletalMeshPostProcessName
Type: string
Modifiers: config
Default value: "EngineMaterials.DefaultThumbnailPostProcess"
TickCycles
Type: int
TickMaterial
Type: Material
Material used for drawing a tick mark.
TickMaterialName
Type: string
Modifiers: globalconfig
Default value: "EditorMaterials.Tick_Mat"
TinyFont
Type: Font
Modifiers: private
TinyFontName
Type: string
Modifiers: globalconfig
Default value: "EngineFonts.TinyFont"
TrackedOcclusionStepSize
Type: float
Modifiers: globalconfig
The incremental step size for the above.
Default value: 0.1
TransitionDescription
Type: string
The current transition description text.
TransitionGameType
Type: string
The gametype for the destination map
TransitionType
Type: ETransitionType
The current transition type.
UnselectedMaterialColor
Type: Object.LinearColor
Modifiers: transient
Color of unselected objects in the level viewport (additive)
VertexColorMaterial
Type: Material
Material that renders vertex colour as emissive.
VertexColorMaterialName
Type: string
Modifiers: globalconfig
Default value: "EngineDebugMaterials.VertexColorMaterial"
VertexColorViewModeMaterial_AlphaAsColor
Type: Material
Material for visualizing vertex colors on meshes in the scene (alpha channel as color)
VertexColorViewModeMaterial_BlueOnly
Type: Material
Material for visualizing vertex colors on meshes in the scene (blue only)
VertexColorViewModeMaterial_ColorOnly
Type: Material
Material for visualizing vertex colors on meshes in the scene (color only, no alpha)
VertexColorViewModeMaterial_GreenOnly
Type: Material
Material for visualizing vertex colors on meshes in the scene (green only)
VertexColorViewModeMaterial_RedOnly
Type: Material
Material for visualizing vertex colors on meshes in the scene (red only)
VertexColorViewModeMaterialName_AlphaAsColor
Type: string
Modifiers: globalconfig
Default value: "EngineDebugMaterials.VertexColorViewMode_AlphaAsColor"
VertexColorViewModeMaterialName_BlueOnly
Type: string
Modifiers: globalconfig
Default value: "EngineDebugMaterials.VertexColorViewMode_BlueOnly"
VertexColorViewModeMaterialName_ColorOnly
Type: string
Modifiers: globalconfig
Default value: "EngineDebugMaterials.VertexColorViewMode_ColorOnly"
VertexColorViewModeMaterialName_GreenOnly
Type: string
Modifiers: globalconfig
Default value: "EngineDebugMaterials.VertexColorViewMode_GreenOnly"
VertexColorViewModeMaterialName_RedOnly
Type: string
Modifiers: globalconfig
Default value: "EngineDebugMaterials.VertexColorViewMode_RedOnly"
WeightMapPlaceholderTexture
Type: Texture
Texture used as a placeholder for terrain weight-maps to give the material the correct texture format.
WeightMapPlaceholderTextureName
Type: string
Modifiers: globalconfig
Default value: "EngineMaterials.WeightMapPlaceholderTexture"
WireframeMaterial
Type: Material
The material used to render wireframe meshes.
WireframeMaterialName
Type: string
Modifiers: globalconfig
Default value: "EngineDebugMaterials.WireframeMaterial"