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UE3:MaterialEditorInstanceTimeVarying (UDK)

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UDK Object >> MaterialEditorInstanceTimeVarying
Package: 
UnrealEd
This class in other games:
UT3

MaterialEditorInstanceTimeVaryingTimeVarying.uc: This class is used by the material instance editor to hold a set of inherited parameters which are then pushed to a material instance.

Properties

Property group 'Lightmass'

LightmassSettings

Type: UnrealEdTypes.LightmassParameterizedMaterialSettings

The Lightmass override settings for this object.

Default value:

Member Value
DiffuseBoost
Member Value
ParameterValue 1.0
EmissiveBoost
Member Value
ParameterValue 1.0
ExportResolutionScale
Member Value
ParameterValue 1.0
SpecularBoost
Member Value
ParameterValue 1.0

Property group 'MaterialEditorInstanceTimeVarying'

bAutoActivateAll

Type: bool

causes all parameters to start playing immediately *

FontParameterValues

Type: array<EditorFontParameterValueOverTime>


Parent

Type: MaterialInterface


PhysMaterial

Type: PhysicalMaterial

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

ScalarParameterValues

Type: array<EditorScalarParameterValueOverTime>


StaticComponentMaskParameterValues

Type: array<EditorStaticComponentMaskParameterValueOverTime>


StaticSwitchParameterValues

Type: array<EditorStaticSwitchParameterValueOverTime>


TextureParameterValues

Type: array<EditorTextureParameterValueOverTime>


VectorParameterValues

Type: array<EditorVectorParameterValueOverTime>


Internal variables

SourceInstance

Type: MaterialInstanceTimeVarying


VisibleExpressions

Type: array<Object.Guid>

Modifiers: const, transient, duplicatetransient


Structs

ComponentMaskParameterOverTime

Modifiers: native

bool
bool
bool
bool

EditorFontParameterValueOverTime

Extends: EditorParameterValueOverTime

Modifiers: native

Font FontValue 
int FontPage 

EditorParameterValueOverTime

Modifiers: native

Object.Guid ExpressionId 
bool bOverride 
name ParameterName 
bool bLoop 
if true, then the CycleTime is the loop time and time loops *
bool bAutoActivate 
This will auto activate this param *
float CycleTime 
this controls time normalization and the loop time *
bool bNormalizeTime 
if true, then the CycleTime is used to scale time so all keys are between zero and one *
float OffsetTime 
How much time this will wait before actually firing off. This is useful for keeping the curves being just the data for controlling the param and not a bunch of slack in the beginning (e.g. to wait N seconds then start fading) *
bool bOffsetFromEnd 
When using OffsetTime it is nice to be able to offset from the end of the decal's lifetime (e.g. you want to fade out the decal, you want to change the color of the decal before it fades away etc.) *

Default values:

Property Value
bAutoActivate False
bLoop False
bNormalizeTime False
CycleTime 1.0

EditorScalarParameterValueOverTime

Extends: EditorParameterValueOverTime

Modifiers: native

float ParameterValue 
This allows MITVs to have both single scalar and curve values *
Object.InterpCurveFloat ParameterValueCurve 
This will automatically be used if there are any values in this Curve *

EditorStaticComponentMaskParameterValueOverTime

Extends: EditorParameterValueOverTime

Modifiers: native

ComponentMaskParameterOverTime ParameterValue 

EditorStaticSwitchParameterValueOverTime

Extends: EditorParameterValueOverTime

Modifiers: native

bool ParameterValue 

EditorTextureParameterValueOverTime

Extends: EditorParameterValueOverTime

Modifiers: native

Texture ParameterValue 

EditorVectorParameterValueOverTime

Extends: EditorParameterValueOverTime

Modifiers: native

Object.LinearColor ParameterValue 
This allows MITVs to have both single scalar and curve values *
Object.InterpCurveVector ParameterValueCurve 
This will automatically be used if there are any values in this Curve *