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UE3:Engine internal variables (UDK)

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UDK Object >> Subsystem >> Engine (internal variables)

Contents

Engine internal variables in other games:
UT3

Internal variables

AdditionalFontNames

Type: array<string>

Modifiers: globalconfig


AdditionalFonts

Type: array<Font>

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

Type: class<Console>

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

Type: array<string>

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

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

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:

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

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"