Worst-case scenario: the UEd Goblin wipes the map and burns down your house.

UE3:Engine internal variables (UDK)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
UDK Object >> Subsystem >> Engine (internal variables)

Contents

Engine internal variables in other games:
UT3

Internal variables[edit]

AdditionalFontNames[edit]

Type: array<string>

Modifiers: globalconfig


AdditionalFonts[edit]

Type: array<Font>

Modifiers: private

Any additional fonts that script may use without hard-referencing the font.

bAllowMatureLanguage[edit]

Type: bool

Modifiers: config

whether mature language is allowed *

bAreConstraintsDirty[edit]

Type: bool

Modifiers: transient

Keeps track whether actors moved via PostEditMove and therefore constraint syncup should be performed.

bCheckParticleRenderSize[edit]

Type: bool

Modifiers: globalconfig

If TRUE, then perform particle size checks in non FINAL_RELEASE builds.

Default value: True

bDisablePhysXHardwareSupport[edit]

Type: bool

Modifiers: config

Do not use Ageia PhysX hardware

Default value: True

BeginUPTryCount[edit]

Type: int

Modifiers: config

The number of times to attempt the Begin*UP call before assuming the GPU is hosed

Default value: 200000

bEnableColorClear[edit]

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[edit]

Type: bool

Modifiers: config

whether kismet logging is enabled.

bEnableOnScreenDebugMessages[edit]

Type: bool

Modifiers: globalconfig

If TRUE, then disable OnScreenDebug messages. Can be toggled in real-time.

Default value: True

bEnableOnScreenDebugMessagesDisplay[edit]

Type: bool

Modifiers: transient

If TRUE, then disable the display of OnScreenDebug messages (used when running)

bForceCPUSkinning[edit]

Type: bool

Modifiers: config

Force to CPU skinning only for skeletal mesh rendering

bHasPendingGlobalReattach[edit]

Type: bool

Modifiers: transient

TRUE if the engine needs to perform a delayed global component reattach (really just for editor)

BoneWeightMaterial[edit]

Type: Material

Material used to render bone weights on skel meshes

BoneWeightMaterialName[edit]

Type: string

Modifiers: globalconfig


Default value: "EngineDebugMaterials.BoneWeightMaterial"

bOnScreenKismetWarnings[edit]

Type: bool

Modifiers: config

whether to send Kismet warning messages to the screen (via PlayerController::ClientMessage())

Default value: True

bPauseOnLossOfFocus[edit]

Type: bool

Modifiers: config

Whether to pause the game if focus is lost.

bRenderLightMapDensityGrayscale[edit]

Type: bool

Modifiers: globalconfig

If TRUE, then render grayscale density.

Default value: True

bRenderTerrainCollisionAsOverlay[edit]

Type: bool

Modifiers: config

Terrain collision viewing - If TRUE, overlay collion level else render it and overlay terrain.

bShouldGenerateSimpleLightmaps[edit]

Type: bool

Modifiers: globalconfig

Whether or not the simple lightmaps should be generated during lighting rebuilds.

Default value: True

bSmoothFrameRate[edit]

Type: bool

Modifiers: config

Whether to enable framerate smoothing.

Default value: True

bSuppressMapWarnings[edit]

Type: bool

Modifiers: globalconfig

If TRUE, then skip drawing map warnings on screen even in non FINAL_RELEASE builds

BuildingQuadStaticMesh[edit]

Type: StaticMesh

Mesh used when we need a quad

BuildingQuadStaticMeshName[edit]

Type: string

Modifiers: globalconfig


Default value: "EngineBuildings.BuildingQuadMesh"

bUsePostProcessEffects[edit]

Type: bool

Modifiers: config

Whether to use post processing effects or not

CameraRotationThreshold[edit]

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[edit]

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[edit]

Type: Client

Modifiers: const

Abstract interface to platform-specific subsystems

ClientCycles[edit]

Type: int


ConsoleClass[edit]

Type: class<Console>

The class to use for the game console.

ConsoleClassName[edit]

Type: string

Modifiers: globalconfig


Default value: "UTGame.UTConsole"

CrossMaterial[edit]

Type: Material

Material used for drawing a cross mark.

CrossMaterialName[edit]

Type: string

Modifiers: globalconfig


Default value: "EditorMaterials.Cross_Mat"

DataStoreClientClass[edit]

Type: class<DataStoreClient>

The class to use for managing the global data stores

DataStoreClientClassName[edit]

Type: string

Modifiers: globalconfig


Default value: "Engine.DataStoreClient"

DebugManager[edit]

Type: DebugManager

Modifiers: const

Global debug manager helper object that stores configuration and state used during development

DefaultDecalMaterial[edit]

Type: Material

The decal material used for fallback case of decals

DefaultDecalMaterialName[edit]

Type: string

Modifiers: globalconfig


Default value: "EngineMaterials.DefaultDecalMaterial"

DefaultFogVolumeMaterial[edit]

Type: Material

The default fog volume material

DefaultFogVolumeMaterialName[edit]

Type: string

Modifiers: globalconfig


Default value: "EngineMaterials.FogVolumeMaterial"

DefaultMaterial[edit]

Type: Material

The material used when no material is explicitly applied.

DefaultMaterialName[edit]

Type: string

Modifiers: globalconfig


Default value: "EngineMaterials.DefaultMaterial"

DefaultOnlineSubsystemName[edit]

Type: string

Modifiers: globalconfig


Default value: "OnlineSubsystemPC.OnlineSubsystemPC"

DefaultPhysMaterial[edit]

Type: PhysicalMaterial

PhysicalMaterial to use if none is defined for a particular object.

DefaultPhysMaterialName[edit]

Type: string

Modifiers: globalconfig


Default value: "EngineMaterials.DefaultPhysicalMaterial"

DefaultPostProcess[edit]

Type: PostProcessChain

Default engine post process chain used for the game and main editor view

DefaultPostProcessName[edit]

Type: string

Modifiers: config


Default value: "FX_HitEffects.UTPostProcess_Console"

DefaultSelectedMaterialColor[edit]

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[edit]

Type: SoundNodeWave

White noise sound

DefaultSoundName[edit]

Type: string

Modifiers: globalconfig


Default value: "EngineSounds.WhiteNoise"

DefaultTexture[edit]

Type: Texture

A global default texture.

DefaultTextureName[edit]

Type: string

Modifiers: globalconfig


Default value: "EngineMaterials.DefaultDiffuse"

DefaultUICaretMaterial[edit]

Type: Material

Material used for drawing meshes when their collision is missing.

DefaultUICaretMaterialName[edit]

Type: string

Modifiers: globalconfig


Default value: "EngineMaterials.BlinkingCaret"

DefaultUIScenePostProcess[edit]

Type: PostProcessChain

post process chain used for rendering the UI

DefaultUIScenePostProcessName[edit]

Type: string

Modifiers: config


Default value: "EngineMaterials.DefaultUIPostProcess"

DeferredCommands[edit]

Type: array<string>

Modifiers: init

Array of deferred command strings/ execs that get executed at the end of the frame

DynamicCoverMeshComponentName[edit]

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[edit]

Type: Material

A material used to render the sides of the builder brush/volumes/etc.

EditorBrushMaterialName[edit]

Type: string

Modifiers: globalconfig


Default value: "EngineMaterials.EditorBrushMaterial"

EmissiveTexturedMaterial[edit]

Type: Material

A textured material with an instance parameter for the texture.

EmissiveTexturedMaterialName[edit]

Type: string

Modifiers: globalconfig


Default value: "EngineMaterials.EmissiveTexturedMaterial"

FluidSimulationTimeLimit[edit]

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[edit]

Type: int


GamePlayers[edit]

Type: array<LocalPlayer>

Modifiers: init

Viewports for all players in all game instances (all PIE windows, for example)

GameViewport[edit]

Type: GameViewportClient

Modifiers: const

the viewport representing the current game instance

GameViewportClientClass[edit]

Type: class<GameViewportClient>

The class to use for the game viewport client.

GameViewportClientClassName[edit]

Type: string

Modifiers: globalconfig


Default value: "UTGame.UTGameViewportClient"

GeomMaterial[edit]

Type: Material

A translucent material used to render things in geometry mode.

GeomMaterialName[edit]

Type: string

Modifiers: globalconfig


Default value: "EngineDebugMaterials.GeomMaterial"

HACK_UseTickFrequency[edit]

Type: bool

Modifiers: globalconfig

Whether or not to use the TickFrequency code path (c.f. AActor::Tick()

HeatmapMaterial[edit]

Type: Material

Material used to render game stat heatmaps.

HeatmapMaterialName[edit]

Type: string

Modifiers: globalconfig


Default value: "EngineDebugMaterials.HeatmapMaterial"

IdealLightMapDensity[edit]

Type: float

Modifiers: globalconfig

Ideal lightmap density value for coloring.

Default value: 1.0

IdealTextureDensity[edit]

Type: float

Modifiers: globalconfig


Default value: 13.0

IgnoreSimulatedFuncWarnings[edit]

Type: array<name>

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[edit]

Type: Font

Modifiers: private


LargeFontName[edit]

Type: string

Modifiers: globalconfig


Default value: "MultiFont'UI_Fonts_Final.HUD..MF_Large'"

LevelColorationLitMaterial[edit]

Type: Material

Material used for visualizing level membership in lit viewport modes.

LevelColorationLitMaterialName[edit]

Type: string

Modifiers: globalconfig


Default value: "EngineDebugMaterials.LevelColorationLitMaterial"

LevelColorationUnlitMaterial[edit]

Type: Material

Material used for visualizing level membership in unlit viewport modes.

LevelColorationUnlitMaterialName[edit]

Type: string

Modifiers: globalconfig


Default value: "EngineDebugMaterials.LevelColorationUnlitMaterial"

LightComplexityColors[edit]

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[edit]

Type: Object.LinearColor

Modifiers: globalconfig


Default value:

Member Value
A 1.0
B 0.5
G 0.5
R 0.5

LightingTexelDensityMaterial[edit]

Type: Material

Material used for visualizing lighting only w/ lightmap texel density.

LightingTexelDensityName[edit]

Type: string

Modifiers: globalconfig


Default value: "EngineDebugMaterials.MAT_LevelColorationLitLightmapUVs"

LightMapDensityNormal[edit]

Type: Texture2D

Texture used to display LightMapDensity

LightMapDensityNormalName[edit]

Type: string

Modifiers: globalconfig


Default value: "EngineMaterials.DefaultNormal"

LightMapDensitySelectedColor[edit]

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[edit]

Type: Texture2D

Texture used to display LightMapDensity

LightMapDensityTextureName[edit]

Type: string

Modifiers: globalconfig


Default value: "EngineMaterials.DefaultWhiteGrid"

LightMapDensityVertexMappedColor[edit]

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[edit]

Type: class<LocalPlayer>

The class to use for local players.

LocalPlayerClassName[edit]

Type: string

Modifiers: config


Default value: "Engine.LocalPlayer"

MaxFluidNumVerts[edit]

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[edit]

Type: float

Modifiers: globalconfig

Maximum lightmap density value for coloring.

Default value: 3.0

MaxOcclusionPixelsFraction[edit]

Type: float

Modifiers: config

Max screen pixel fraction where retesting when unoccluded is worth the GPU time.

Default value: 0.0010

MaxParticleResize[edit]

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[edit]

Type: int

Modifiers: config

If the resize request is larger than this, spew out a warning to the log

Default value: 10240

MaxParticleSpriteCount[edit]

Type: int

Modifiers: transient


MaxParticleSubUVCount[edit]

Type: int

Modifiers: transient


MaxParticleVertexMemory[edit]

Type: int

Modifiers: config

The maximum amount of memory any single emitter is allowed to take for its vertices

Default value: 131972

MaxPixelShaderAdditiveComplexityCount[edit]

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[edit]

Type: float

Modifiers: config

Maximum framerate to smooth. Code will try to not go over via waiting.

Default value: 62.0

MaxTextureDensity[edit]

Type: float

Modifiers: globalconfig


Default value: 55.0

MaxTrackedOcclusionIncrement[edit]

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[edit]

Type: Font

Modifiers: private


MediumFontName[edit]

Type: string

Modifiers: globalconfig


Default value: "MultiFont'UI_Fonts_Final.HUD.MF_Medium'"

MeshLODRange[edit]

Type: float

Modifiers: config

Level of detail range control for meshes

MinLightMapDensity[edit]

Type: float

Modifiers: globalconfig

Minimum lightmap density value for coloring.

MinSmoothedFrameRate[edit]

Type: float

Modifiers: config

Minimum framerate smoothing will kick in.

Default value: 22.0

MinTextureDensity[edit]

Type: float

Modifiers: globalconfig

Range for the texture density viewmode.

NetClientTicksPerSecond[edit]

Type: float

Modifiers: globalconfig

Number of times to tick each client per second

Default value: 200.0

OnlineSubsystemClass[edit]

Type: class<OnlineSubsystem>

OnlineSubsystem class to use for netplay

PendingDroppedNotes[edit]

Type: array<DropNoteInfo>

Modifiers: transient


PercentUnoccludedRequeries[edit]

Type: float

Modifiers: config

The percent of previously unoccluded primitives which are requeried every frame.

Default value: 0.125

PrimitiveProbablyVisibleTime[edit]

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[edit]

Type: Material

Material used to render the low detail version of procedural buildings

ProcBuildingSimpleMaterialName[edit]

Type: string

Modifiers: globalconfig


Default value: "EngineBuildings.ProcBuildingSimpleMaterial"

RandomAngleTexture[edit]

Type: Texture2D

Texture used to get random angles per-pixel by the Branching PCF implementation

RandomAngleTextureName[edit]

Type: string

Modifiers: globalconfig


Default value: "EngineMaterials.RandomAngles"

RandomNormalTexture[edit]

Type: Texture2D

Texture used to get random normals per-pixel

RandomNormalTexture2[edit]

Type: Texture2D

Texture used to get random normals per-pixel, new SSAO

RandomNormalTextureName[edit]

Type: string

Modifiers: globalconfig


Default value: "EngineMaterials.RandomNormal"

RandomNormalTextureName2[edit]

Type: string

Modifiers: globalconfig


Default value: "EngineMaterials.RandomNormal2"

RemoteControlExec[edit]

Type: pointer{class FRemoteControlExec}

Modifiers: native

Entry point for RemoteControl, the in-game UI for the exec system.

RemoveSurfaceMaterial[edit]

Type: Material

Material used to indicate that the associated BSP surface should be removed.

RemoveSurfaceMaterialName[edit]

Type: string

Modifiers: globalconfig


Default value: "EngineMaterials.RemoveSurfaceMaterial"

RenderLightMapDensityColorScale[edit]

Type: float

Modifiers: globalconfig

The scale factor when rendering color density.

Default value: 1.0

RenderLightMapDensityGrayscaleScale[edit]

Type: float

Modifiers: globalconfig

The scale factor when rendering grayscale density.

Default value: 1.0

SceneCaptureCubeActorMaterial[edit]

Type: Material

Material used for visualizing the cube map scene captures on a mesh

SceneCaptureCubeActorMaterialName[edit]

Type: string

Modifiers: globalconfig


Default value: "EngineMaterials.CubeMaterial"

SceneCaptureReflectActorMaterial[edit]

Type: Material

Material used for visualizing the reflection scene captures on a surface

SceneCaptureReflectActorMaterialName[edit]

Type: string

Modifiers: globalconfig


Default value: "EngineMaterials.ScreenMaterial"

ScoutClassName[edit]

Type: string

Modifiers: const, config

Class name of the scout to use for path building

Default value: "UTGame.UTScout"

SelectedMaterialColor[edit]

Type: Object.LinearColor

Modifiers: transient

Color of selected objects in the level viewport (additive)

ShadedLevelColorationLitMaterial[edit]

Type: Material

Material used for visualizing level membership in lit viewport modes. Uses shading to show axis directions.

ShadedLevelColorationLitMaterialName[edit]

Type: string

Modifiers: globalconfig


Default value: "EngineDebugMaterials.ShadedLevelColorationLitMaterial"

ShadedLevelColorationUnlitMaterial[edit]

Type: Material

Material used for visualizing level membership in unlit viewport modes. Uses shading to show axis directions.

ShadedLevelColorationUnlitMaterialName[edit]

Type: string

Modifiers: globalconfig


Default value: "EngineDebugMaterials.ShadedLevelColorationUnlitMaterial"

ShaderComplexityColors[edit]

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[edit]

Type: Font

Modifiers: private


SmallFontName[edit]

Type: string

Modifiers: globalconfig


Default value: "EngineFonts.SmallFont"

StatColorMappings[edit]

Type: array<StatColorMapping>

Modifiers: globalconfig


Default value, index 0:

Member Value
ColorMap
Member Value
In 15.0
Out
Member Value
A 0
B 0
G 0
R 255
Member Value
In 30.0
Out
Member Value
A 0
B 0
G 255
R 255
Member Value
In 45.0
Out
Member Value
A 0
B 0
G 255
R 0
StatName "AverageFPS"

Default value, index 1:

Member Value
ColorMap
Member Value
In 1.0
Out
Member Value
A 0
B 0
G 255
R 0
Member Value
In 15.0
Out
Member Value
A 0
B 0
G 255
R 0
Member Value
In 17.5
Out
Member Value
A 0
B 0
G 255
R 255
Member Value
In 20.0
Out
Member Value
A 0
B 0
G 0
R 255
StatName "Frametime"

Default value, index 2:

Member Value
ColorMap
Member Value
Out
Member Value
A 0
B 0
G 255
R 0
Member Value
In 1.0
Out
Member Value
A 0
B 0
G 255
R 0
Member Value
In 2.5
Out
Member Value
A 0
B 0
G 255
R 255
Member Value
In 5.0
Out
Member Value
A 0
B 0
G 0
R 255
Member Value
In 10.0
Out
Member Value
A 0
B 0
G 0
R 255
StatName "Streaming fudge factor"

SubtitleFont[edit]

Type: Font

Modifiers: private


SubtitleFontName[edit]

Type: string

Modifiers: globalconfig


Default value: "MultiFont'UI_Fonts_Final.HUD.MF_Medium'"

TangentColorMaterial[edit]

Type: Material

Material used to render tangents on skel meshes

TangentColorMaterialName[edit]

Type: string

Modifiers: globalconfig


Default value: "EngineDebugMaterials.TangentColorMaterial"

TerrainErrorMaterial[edit]

Type: Material

The material used when terrain compilation is too complex.

TerrainErrorMaterialName[edit]

Type: string

Modifiers: globalconfig


Default value: "EngineDebugMaterials.MaterialError_Mat"

TerrainMaterialMaxTextureCount[edit]

Type: int

Modifiers: globalconfig


Default value: 16

TerrainTessellationCheckCount[edit]

Type: int

Modifiers: globalconfig

This is the number of frames that are used between terrain tessellation re-calculations

Default value: 6

TerrainTessellationCheckDistance[edit]

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[edit]

Type: PostProcessChain

post process chain used for material thumbnails

ThumbnailMaterialPostProcessName[edit]

Type: string

Modifiers: config


Default value: "EngineMaterials.DefaultThumbnailPostProcess"

ThumbnailParticleSystemPostProcess[edit]

Type: PostProcessChain

post process chain used for particle system thumbnails

ThumbnailParticleSystemPostProcessName[edit]

Type: string

Modifiers: config


Default value: "EngineMaterials.DefaultThumbnailPostProcess"

ThumbnailSkeletalMeshPostProcess[edit]

Type: PostProcessChain

post process chain used for skeletal mesh thumbnails

ThumbnailSkeletalMeshPostProcessName[edit]

Type: string

Modifiers: config


Default value: "EngineMaterials.DefaultThumbnailPostProcess"

TickCycles[edit]

Type: int


TickMaterial[edit]

Type: Material

Material used for drawing a tick mark.

TickMaterialName[edit]

Type: string

Modifiers: globalconfig


Default value: "EditorMaterials.Tick_Mat"

TinyFont[edit]

Type: Font

Modifiers: private


TinyFontName[edit]

Type: string

Modifiers: globalconfig


Default value: "EngineFonts.TinyFont"

TrackedOcclusionStepSize[edit]

Type: float

Modifiers: globalconfig

The incremental step size for the above.

Default value: 0.1

TransitionDescription[edit]

Type: string

The current transition description text.

TransitionGameType[edit]

Type: string

The gametype for the destination map

TransitionType[edit]

Type: ETransitionType

The current transition type.

UnselectedMaterialColor[edit]

Type: Object.LinearColor

Modifiers: transient

Color of unselected objects in the level viewport (additive)

VertexColorMaterial[edit]

Type: Material

Material that renders vertex colour as emissive.

VertexColorMaterialName[edit]

Type: string

Modifiers: globalconfig


Default value: "EngineDebugMaterials.VertexColorMaterial"

VertexColorViewModeMaterial_AlphaAsColor[edit]

Type: Material

Material for visualizing vertex colors on meshes in the scene (alpha channel as color)

VertexColorViewModeMaterial_BlueOnly[edit]

Type: Material

Material for visualizing vertex colors on meshes in the scene (blue only)

VertexColorViewModeMaterial_ColorOnly[edit]

Type: Material

Material for visualizing vertex colors on meshes in the scene (color only, no alpha)

VertexColorViewModeMaterial_GreenOnly[edit]

Type: Material

Material for visualizing vertex colors on meshes in the scene (green only)

VertexColorViewModeMaterial_RedOnly[edit]

Type: Material

Material for visualizing vertex colors on meshes in the scene (red only)

VertexColorViewModeMaterialName_AlphaAsColor[edit]

Type: string

Modifiers: globalconfig


Default value: "EngineDebugMaterials.VertexColorViewMode_AlphaAsColor"

VertexColorViewModeMaterialName_BlueOnly[edit]

Type: string

Modifiers: globalconfig


Default value: "EngineDebugMaterials.VertexColorViewMode_BlueOnly"

VertexColorViewModeMaterialName_ColorOnly[edit]

Type: string

Modifiers: globalconfig


Default value: "EngineDebugMaterials.VertexColorViewMode_ColorOnly"

VertexColorViewModeMaterialName_GreenOnly[edit]

Type: string

Modifiers: globalconfig


Default value: "EngineDebugMaterials.VertexColorViewMode_GreenOnly"

VertexColorViewModeMaterialName_RedOnly[edit]

Type: string

Modifiers: globalconfig


Default value: "EngineDebugMaterials.VertexColorViewMode_RedOnly"

WeightMapPlaceholderTexture[edit]

Type: Texture

Texture used as a placeholder for terrain weight-maps to give the material the correct texture format.

WeightMapPlaceholderTextureName[edit]

Type: string

Modifiers: globalconfig


Default value: "EngineMaterials.WeightMapPlaceholderTexture"

WireframeMaterial[edit]

Type: Material

The material used to render wireframe meshes.

WireframeMaterialName[edit]

Type: string

Modifiers: globalconfig


Default value: "EngineDebugMaterials.WireframeMaterial"