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UE3:Material (UT3)
Object >> Surface >> MaterialInterface >> Material |
Contents
- 1 Properties
- 1.1 Property group 'Material'
- 1.2 Property group 'Usage'
- 1.2.1 bIsFallbackMaterial
- 1.2.2 bUsedAsLightFunction
- 1.2.3 bUsedAsSpecialEngineMaterial
- 1.2.4 bUsedWithBeamTrails
- 1.2.5 bUsedWithFogVolumes
- 1.2.6 bUsedWithFoliage
- 1.2.7 bUsedWithGammaCorrection
- 1.2.8 bUsedWithInstancedMeshParticles
- 1.2.9 bUsedWithLensFlare
- 1.2.10 bUsedWithParticleSprites
- 1.2.11 bUsedWithParticleSubUV
- 1.2.12 bUsedWithSkeletalMesh
- 1.2.13 bUsedWithSpeedTree
- 1.2.14 bUsedWithStaticLighting
- 1.3 Internal variables
- 1.3.1 bIsMasked
- 1.3.2 bIsPreviewMaterial
- 1.3.3 bUsedWithParticleSystem
- 1.3.4 bUsesDistortion
- 1.3.5 bUsesSceneColor
- 1.3.6 CustomLighting
- 1.3.7 DefaultMaterialInstances
- 1.3.8 DiffuseColor
- 1.3.9 Distortion
- 1.3.10 EditorComments
- 1.3.11 EditorCompounds
- 1.3.12 EditorPitch
- 1.3.13 EditorX
- 1.3.14 EditorY
- 1.3.15 EditorYaw
- 1.3.16 EmissiveColor
- 1.3.17 Expressions
- 1.3.18 MaterialResources
- 1.3.19 Normal
- 1.3.20 Opacity
- 1.3.21 OpacityMask
- 1.3.22 PhysicalMaterial
- 1.3.23 ReferencedTextures
- 1.3.24 SpecularColor
- 1.3.25 SpecularPower
- 1.3.26 TwoSidedLightingColor
- 1.3.27 TwoSidedLightingMask
- 2 Enums
- 3 Structs
- 4 Instance functions
- Package:
- Engine
- Known classes within Material:
- MaterialExpression, MaterialExpressionAbs, MaterialExpressionAdd, MaterialExpressionAppendVector, MaterialExpressionBumpOffset, MaterialExpressionCameraVector, MaterialExpressionCameraWorldPosition, MaterialExpressionCeil, MaterialExpressionClamp, MaterialExpressionComment, MaterialExpressionComponentMask, MaterialExpressionCompound, MaterialExpressionConstant, MaterialExpressionConstant2Vector, MaterialExpressionConstant3Vector, MaterialExpressionConstant4Vector, MaterialExpressionConstantClamp, MaterialExpressionCosine, MaterialExpressionCrossProduct, MaterialExpressionDepthBiasBlend, MaterialExpressionDepthBiasedAlpha, MaterialExpressionDepthBiasedBlend, MaterialExpressionDesaturation, MaterialExpressionDestColor, MaterialExpressionDestDepth, MaterialExpressionDivide, MaterialExpressionDotProduct, MaterialExpressionFlipBookSample, MaterialExpressionFloor, MaterialExpressionFontSample, MaterialExpressionFontSampleParameter, MaterialExpressionFrac, MaterialExpressionFresnel, MaterialExpressionIf, MaterialExpressionLensFlareIntensity, MaterialExpressionLensFlareOcclusion, MaterialExpressionLensFlareRadialDistance, MaterialExpressionLensFlareRayDistance, MaterialExpressionLensFlareSourceDistance, MaterialExpressionLightVector, MaterialExpressionLinearInterpolate, MaterialExpressionMeshEmitterVertexColor, MaterialExpressionMeshSubUV, MaterialExpressionMultiply, MaterialExpressionNormalize, MaterialExpressionOneMinus, MaterialExpressionPanner, MaterialExpressionParameter, MaterialExpressionParticleSubUV, MaterialExpressionPixelDepth, MaterialExpressionPower, MaterialExpressionReflectionVector, MaterialExpressionRotator, MaterialExpressionScalarParameter, MaterialExpressionSceneDepth, MaterialExpressionSceneTexture, MaterialExpressionScreenPosition, MaterialExpressionSine, MaterialExpressionSquareRoot, MaterialExpressionStaticComponentMaskParameter, MaterialExpressionStaticSwitchParameter, MaterialExpressionSubtract, MaterialExpressionTextureCoordinate, MaterialExpressionTextureSample, MaterialExpressionTextureSampleParameter, MaterialExpressionTextureSampleParameter2D, MaterialExpressionTextureSampleParameterCube, MaterialExpressionTextureSampleParameterMovie, MaterialExpressionTime, MaterialExpressionTransform, MaterialExpressionTransformPosition, MaterialExpressionVectorParameter, MaterialExpressionVertexColor
- Direct subclass:
- DecalMaterial
- This class in other games:
- U2, UE2Runtime, UT2003, UT2004, U2XMP, UDK
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Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
Properties
Property group 'Material'
bDisableDepthTest
Type: bool
Allows the material to disable depth tests, which is only meaningful with translucent blend modes. Disabling depth tests will make rendering significantly slower since no occluded pixels can get zculled.
BlendMode
Type: EBlendMode
Determines how the material's color is blended with background colors.
FallbackMaterial
Type: Material
The fallback material, which will be used on sm2 platforms
LightingModel
Type: EMaterialLightingModel
Determines how inputs are combined to create the material's final color.
OpacityMaskClipValue
Type: float
If BlendMode is BLEND_Masked, the surface is not rendered where OpacityMask < OpacityMaskClipValue.
Default value: 0.3333
PhysMaterial
Type: PhysicalMaterial
Physical material to use for this graphics material. Used for sounds, effects etc.
TwoSided
Type: bool
Indicates that the material should be rendered without backface culling and the normal should be flipped for backfaces.
Wireframe
Type: bool
Property group 'Usage'
bIsFallbackMaterial
Type: bool
Indicates that the material will be used as a fallback on sm2 platforms
bUsedAsLightFunction
Type: bool
Modifiers: const
bUsedAsSpecialEngineMaterial
Type: bool
Modifiers: const
bUsedWithBeamTrails
Type: bool
Modifiers: const
bUsedWithFogVolumes
Type: bool
Modifiers: const
bUsedWithFoliage
Type: bool
Modifiers: const
bUsedWithGammaCorrection
Type: bool
Modifiers: const
Adds an extra pow instruction to the shader using the current render target's gamma value
bUsedWithInstancedMeshParticles
Type: bool
Modifiers: const
bUsedWithLensFlare
Type: bool
Modifiers: const
bUsedWithParticleSprites
Type: bool
Modifiers: const
bUsedWithParticleSubUV
Type: bool
Modifiers: const
bUsedWithSkeletalMesh
Type: bool
Modifiers: const
bUsedWithSpeedTree
Type: bool
Modifiers: const
bUsedWithStaticLighting
Type: bool
Modifiers: const
Default value: True
Internal variables
bIsMasked
Type: bool
Modifiers: private
TRUE if Material is masked and uses custom opacity
bIsPreviewMaterial
Type: bool
Modifiers: transient, duplicatetransient, private
TRUE if Material is the preview material used in the material editor.
bUsedWithParticleSystem
Type: bool
Modifiers: const
bUsesDistortion
Type: bool
Modifiers: private
TRUE if Material uses distortion
bUsesSceneColor
Type: bool
Modifiers: private
TRUE if Material uses a scene color exprssion
CustomLighting
Type: ColorMaterialInput
DefaultMaterialInstances
Type: pointer{class FDefaultMaterialInstance}
Array size: 2
Modifiers: const, native, duplicatetransient
DiffuseColor
Type: ColorMaterialInput
Default value:
Member | Value | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
Constant |
|
Distortion
Type: Vector2MaterialInput
Allows the material to distort background color by offsetting each background pixel by the amount of the distortion input for that pixel.
EditorComments
Type: array<MaterialExpressionComment>
Modifiers: editoronly
Array of comments associated with this material; viewed in the material editor.
EditorCompounds
Type: array<MaterialExpressionCompound>
Modifiers: editoronly
Array of material expression compounds associated with this material; viewed in the material editor.
EditorPitch
Type: int
EditorX
Type: int
EditorY
Type: int
EditorYaw
Type: int
EmissiveColor
Type: ColorMaterialInput
Expressions
Type: array<MaterialExpression>
Array of material expressions, excluding Comments and Compounds. Used by the material editor.
MaterialResources
Type: pointer{FMaterialResource}
Array size: 2
Modifiers: const, native, duplicatetransient
Normal
Type: VectorMaterialInput
Opacity
Type: ScalarMaterialInput
Default value:
Member | Value |
---|---|
Constant | 1.0 |
OpacityMask
Type: ScalarMaterialInput
Default value:
Member | Value |
---|---|
Constant | 1.0 |
PhysicalMaterial
Type: class<PhysicalMaterial>
For backwards compatibility only.
ReferencedTextures
Modifiers: private, const
Array of textures referenced, updated in PostLoad. These are needed to keep the textures used by material resources from getting destroyed by realtime GC.
SpecularColor
Type: ColorMaterialInput
Default value:
Member | Value | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
Constant |
|
SpecularPower
Type: ScalarMaterialInput
Default value:
Member | Value |
---|---|
Constant | 15.0 |
TwoSidedLightingColor
Type: ColorMaterialInput
Modulates the lighting without the Lambertian term in two sided lighting.
Default value:
Member | Value | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
Constant |
|
TwoSidedLightingMask
Type: ScalarMaterialInput
Lerps between lighting color (diffuse * attenuation * Lambertian) and lighting without the Lambertian term color (diffuse * attenuation * TwoSidedLightingColor).
Enums
EBlendMode
- BLEND_Opaque
- BLEND_Masked
- BLEND_Translucent
- BLEND_Additive
- BLEND_Modulate
EMaterialLightingModel
- MLM_Phong
- MLM_NonDirectional
- MLM_Unlit
- MLM_SHPRT
- MLM_Custom
Structs
ColorMaterialInput
Extends: MaterialInput
- bool UseConstant
- Object.Color Constant
MaterialInput
- MaterialExpression Expression
- int Mask
- int MaskR
- int MaskG
- int MaskB
- int MaskA
- int GCC64_Padding
- Todo: 64: if the C++ didn't mismirror this structure (with ExpressionInput), we might not need this
ScalarMaterialInput
Extends: MaterialInput
Vector2MaterialInput
Extends: MaterialInput
VectorMaterialInput
Extends: MaterialInput
- bool UseConstant
- Object.Vector Constant
Instance functions
GetTextures
Returns the referenced Textures so one may set flats on them (e.g. bForceMiplevelsToBeResident ) *