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UE3:MaterialEditorInstanceTimeVarying (UT3)
Object >> MaterialEditorInstanceTimeVarying |
Contents
- 1 Properties
- 2 Structs
- 2.1 ComponentMaskParameterOverTime
- 2.2 EditorFontParameterValueOverTime
- 2.3 EditorParameterValueOverTime
- 2.4 EditorScalarParameterValueOverTime
- 2.5 EditorStaticComponentMaskParameterValueOverTime
- 2.6 EditorStaticSwitchParameterValueOverTime
- 2.7 EditorTextureParameterValueOverTime
- 2.8 EditorVectorParameterValueOverTime
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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. Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
Properties
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
EditorFontParameterValueOverTime
Extends: EditorParameterValueOverTime
Modifiers: native
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 *
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 *