- Extends
- MaterialInterface
- Modifiers
- native hidecategories ( object ) collapsecategories
Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
Core.Object
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+-- Engine.Surface
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+-- Engine.MaterialInterface
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+-- Engine.Material
Direct Known Subclasses:
DecalMaterial
Enumerations Summary |
EBlendMode BLEND_Opaque,
BLEND_Masked,
BLEND_Translucent,
BLEND_Additive,
BLEND_Modulate |
EMaterialLightingModel MLM_Phong,
MLM_NonDirectional,
MLM_Unlit,
MLM_SHPRT,
MLM_Custom |
Structures Summary |
ColorMaterialInput UseConstant, Constant |
MaterialInput Expression, Mask, MaskR, MaskG, MaskB, MaskA, GCC64_Padding |
ScalarMaterialInput UseConstant, Constant |
Vector2MaterialInput UseConstant, ConstantX, ConstantY |
VectorMaterialInput UseConstant, Constant |
var private bool bIsMasked;
var transient duplicatetransient private bool bIsPreviewMaterial;
bUsedWithParticleSystem Source code
var const bool bUsedWithParticleSystem;
var private bool bUsesDistortion;
var private bool bUsesSceneColor;
DefaultMaterialInstances[2] Source code
var const native duplicatetransient
pointer DefaultMaterialInstances[
2];
var int EditorPitch;
var int EditorX;
var int EditorY;
var int EditorYaw;
var const native duplicatetransient
pointer MaterialResources[
2];
var private const array<
texture> ReferencedTextures;
Material
var(
Material)
float OpacityMaskClipValue;
Usage
var(Usage) bool bIsFallbackMaterial;
var(Usage) const bool bUsedAsLightFunction;
bUsedAsSpecialEngineMaterial Source code
var(Usage) const bool bUsedAsSpecialEngineMaterial;
var(Usage) const bool bUsedWithBeamTrails;
var(Usage) const bool bUsedWithFogVolumes;
var(Usage) const bool bUsedWithFoliage;
bUsedWithGammaCorrection Source code
var(Usage) const bool bUsedWithGammaCorrection;
bUsedWithInstancedMeshParticles Source code
var(Usage) const bool bUsedWithInstancedMeshParticles;
var(Usage) const bool bUsedWithLensFlare;
bUsedWithParticleSprites Source code
var(Usage) const bool bUsedWithParticleSprites;
bUsedWithParticleSubUV Source code
var(Usage) const bool bUsedWithParticleSubUV;
var(Usage) const bool bUsedWithSkeletalMesh;
var(Usage) const bool bUsedWithSpeedTree;
bUsedWithStaticLighting Source code
var(Usage) const bool bUsedWithStaticLighting;
enum
EBlendMode
{
BLEND_Opaque,
BLEND_Masked,
BLEND_Translucent,
BLEND_Additive,
BLEND_Modulate
};
EMaterialLightingModel Source code
struct
MaterialInput
{
var MaterialExpression Expression;
var int GCC64_Padding;
var int Mask;
var int MaskA;
var int MaskB;
var int MaskG;
var int MaskR;
};
function array<
texture> GetTextures ( ) )
defaultproperties
{
DiffuseColor=(Constant=(B=128,G=128,R=128,A=0))
SpecularColor=(Constant=(B=128,G=128,R=128,A=0))
SpecularPower=(Constant=15.000000)
Opacity=(Constant=1.000000)
OpacityMask=(Constant=1.000000)
OpacityMaskClipValue=0.333300
TwoSidedLightingColor=(Constant=(B=255,G=255,R=255,A=0))
bUsedWithStaticLighting=True
Name="Default__Material"
ObjectArchetype=MaterialInterface'Engine.Default__MaterialInterface'
}
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Creation time: sk 18-3-2018 10:00:38.941 - Created with
UnCodeX