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A Material is an asset which can be applied to a mesh to control the visual look of the scene. When light from the scene hits the surface, the shading model of the material is used to calculate how that light interacts with the surface.
Warning: Creating new materials directly increases shader compile times! Consider creating a Material Instance off of an existing material instead.
| Name | UMaterial |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Public/Materials/Material.h |
| Include Path | #include "Materials/Material.h" |
Syntax
UCLASS (HideCategories=Object, MinimalAPI, BlueprintType,
prioritizeCategories=("Material", "Nanite", "Translucency", "TranslucencySelfShadowing", "Refraction", "WorldPositionOffset", "PostProcessMaterial", "Mobile", "ForwardShading", "PhysicalMaterial", "PhysicalMaterialMask", "Usage", "Lightmass", "Previewing", "ImportSettings"))
class UMaterial : public UMaterialInterface
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UMaterialInterface → UMaterial
Implements Interfaces
Derived Classes
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UMaterial
(
const FObjectInitializer& ObjectInitializer |
Materials/Material.h | ||
UMaterial () |
Materials/Material.h | ||
UMaterial
(
FVTableHelper& Helper |
Materials/Material.h |
Classes
| Name | Remarks |
|---|---|
| FMaterialCompilationFinished |
Structs
| Name | Remarks |
|---|---|
| FLayersInterfaces |
Enums
Public
| Name | Remarks |
|---|---|
| EPostEditChangeEffectOnShaders |
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| MaterialCompilationFinishedEvent | FMaterialCompilationFinished | Materials/Material.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AllowTranslucentCustomDepthWrites | uint8 | Allows a translucent material to be used with custom depth writing by compiling additional shaders. | Materials/Material.h |
|
| bAllowDevelopmentShaderCompile | uint8 | If true the compilation environment will be changed to remove the global COMPILE_SHADERS_FOR_DEVELOPMENT flag. | Materials/Material.h |
|
| bAllowFrontLayerTranslucency | uint8 | Allows a translucent material to be used with Front Layer Translucency by compiling additional shaders. | Materials/Material.h |
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| bAllowNegativeEmissiveColor | uint8 | Whether the material should allow outputting negative emissive color values. | Materials/Material.h |
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| bAllowTranslucentLocalLightShadow | uint8 | Allows a translucent material to receive local light shadows. | Materials/Material.h |
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| bAllowVariableRateShading | uint8 | Allows the use of variable rate shading when evaluating this material. | Materials/Material.h |
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| bAlwaysEvaluateWorldPositionOffset | bool | Forces World Position Offset to always be evaluated for this material, even if the primitive it's applied to has disabled it via "Evaluate World Position Offset" or "World Position Offset Disable Distance". | Materials/Material.h |
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| bApplyCloudFogging | uint8 | When true, translucent materials receive cloud contribution as part of the fog evaluation, per vertex or per pixel according to the other selected options. | Materials/Material.h |
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| bAutomaticallySetUsageInEditor | uint8 | Whether to automatically set usage flags based on what the material is applied to in the editor. | Materials/Material.h |
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| bCanMaskedBeAssumedOpaque | uint8 | True if this Material can be assumed Opaque when set to masked. | Materials/Material.h | |
| bCastDynamicShadowAsMasked | uint8 | Whether the material should cast shadows as masked even though it has a translucent blend mode. | Materials/Material.h |
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| bCastRayTracedShadows | uint8 | When true, the material casts ray tracing shadows. | Materials/Material.h |
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| bCompatibleWithLumenCardSharing | uint8 | When true, allows to share Lumen Cards between different instances even when material uses world position or per instance data, which may change material look per instance. | Materials/Material.h |
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| bComputeFogPerPixel | uint8 | When true, translucent materials have fog computed for every pixel, which costs more but fixes artifacts due to low tessellation. | Materials/Material.h |
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| bContactShadows | uint8 | Contact shadows on translucency | Materials/Material.h |
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| bDisableDepthTest | uint8 | Whether to draw on top of opaque pixels even if behind them. | Materials/Material.h |
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| bDisablePreExposureScale | uint8 | Disable pre-exposure scale in post process materials (multiply by View.OneOverPreExposure on inputs, View.PreExposure on output). | Materials/Material.h |
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| bEnableDisplacementFade | uint8 | Enables fading out and disabling of dynamic displacement in the distance, as displacement becomes unnoticeable | Materials/Material.h |
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| bEnableExecWire | uint8 | Materials/Material.h |
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| bEnableMobileSeparateTranslucency | uint8 | Indicates that the translucent material should not be affected by bloom or DOF. | Materials/Material.h |
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| bEnableNewHLSLGenerator | uint8 | Materials/Material.h |
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| bEnableResponsiveAA | uint8 | Indicates that the material should be rendered using responsive anti-aliasing. | Materials/Material.h |
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| bEnableStencilTest | uint8 | Selectively execute post process material only for pixels that pass the stencil test against the Custom Depth/Stencil buffer. | Materials/Material.h |
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| bEnableTessellation | uint8 | Whether tessellation is enabled on the material. NOTE: Required for displacement to work. | Materials/Material.h |
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| bForceCompatibleWithLightFunctionAtlas | uint8 | Indicates that this material is safe to use with the light function atlas: | Materials/Material.h |
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| bForwardBlendsSkyLightCubemaps | uint8 | Enables blending of sky light cubemap textures. | Materials/Material.h |
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| bForwardRenderUsePreintegratedGFForSimpleIBL | uint32 | Forward (including mobile) renderer: use preintegrated GF lut for simple IBL, but will use one more sampler. | Materials/Material.h |
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| bFullyRough | uint8 | Forces the material to be completely rough. Saves a number of instructions and one sampler. | Materials/Material.h |
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| bGenerateSphericalParticleNormals | uint8 | Whether to generate spherical normals for particles that use this material. | Materials/Material.h |
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| bHasPixelAnimation | uint8 | Whether the opaque material has any pixel animations happening, that isn't included in the geometric velocities. | Materials/Material.h |
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| bIsBlendable | uint8 | Allows blendability to be turned off, only used if domain is PostProcess | Materials/Material.h |
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| bIsFunctionPreviewMaterial | uint8 | True if Material is the function preview material used in the material instance editor. | Materials/Material.h |
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| bIsMaterialEditorStatsMaterial | uint8 | True if this is a special material used for stats by the material editor. | Materials/Material.h |
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| bIsPreviewMaterial | uint8 | True if Material is the preview material used in the material editor. | Materials/Material.h |
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| bIsSky | uint8 | Unlit and Opaque materials can be used as sky material on a sky dome mesh. | Materials/Material.h |
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| bIsThinSurface | uint8 | Indicates that the material should be rendered as a thin surface (i.e., without inner volume). | Materials/Material.h |
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| bIsTranslucencyVelocityFromDepth | uint8 | When true, translucent materials that write velocity will calculate it only based on the written depth and camera movement. | Materials/Material.h |
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| BlendableLocation | TEnumAsByte< EBlendableLocation > | Where the node is inserted in the (post processing) graph, only used if domain is PostProcess | Materials/Material.h |
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| BlendableOutputAlpha | uint8 | If this is enabled, the blendable will output alpha | Materials/Material.h |
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| BlendablePriority | int32 | If multiple nodes with the same type are inserted at the same point, this defined order and if they get combined, only used if domain is PostProcess | Materials/Material.h |
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| BlendMode | TEnumAsByte< EBlendMode > | Determines how the material's color is blended with background colors. | Materials/Material.h |
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| bNormalCurvatureToRoughness | uint8 | Reduce roughness based on screen space normal changes. | Materials/Material.h |
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| bOutputTranslucentVelocity | uint8 | When true, translucent materials will output motion vectors and write to depth buffer in velocity pass. | Materials/Material.h |
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| bRelaxRuntimeVirtualTextureRestrictions | uint8 | Relax restrictions on Runtime Virtual Texture output compilation. | Materials/Material.h |
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| bRelaxRuntimeVirtualTextureRestrictionsForOldContent | uint8 | Materials/Material.h |
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| bScreenSpaceReflections | uint8 | SSR on translucency | Materials/Material.h |
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| bSubstrateRoughnessTracking | uint8 | This can be used to disable roughness tracking. | Materials/Material.h |
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| bTangentSpaceNormal | uint8 | Whether the material takes a tangent space normal or a world space normal as input. | Materials/Material.h |
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| bUseAlphaToCoverage | uint8 | Use alpha to coverage for masked material on mobile, make sure MSAA is enabled as well. | Materials/Material.h |
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| bUsedAsSpecialEngineMaterial | uint8 | This is a special usage flag that allows a material to be assignable to any primitive type. | Materials/Material.h |
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| bUsedWithBeamTrails | uint8 | Indicates that the material and its instances can be used with beam trails This will result in the shaders required to support beam trails being compiled which will increase shader compile time and memory usage. | Materials/Material.h |
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| bUsedWithClothing | uint8 | Indicates that the material and its instances can be used with clothing This will result in the shaders required to support clothing being compiled which will increase shader compile time and memory usage. | Materials/Material.h |
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| bUsedWithEditorCompositing | uint8 | Indicates that the material and its instances can be used with editor compositing | Materials/Material.h |
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| bUsedWithGeometryCache | uint8 | Materials/Material.h |
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| bUsedWithGeometryCollections | uint8 | Indicates that the material and its instances can be use with geometry collections This will result in the shaders required to support geometry collections being compiled which will increase shader compile time and memory usage. | Materials/Material.h |
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| bUsedWithHairStrands | uint32 | Indicates that the material and its instances can be use with hair strands This will result in the shaders required to support hair strands geometries being compiled which will increase shader compile time and memory usage. | Materials/Material.h |
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| bUsedWithHeterogeneousVolumes | uint32 | Indicates that the material and its instances with heterogeneous volumes. | Materials/Material.h |
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| bUsedWithInstancedStaticMeshes | uint8 | Indicates that the material and its instances can be used with instanced static meshes This will result in the shaders required to support instanced static meshes being compiled which will increase shader compile time and memory usage. | Materials/Material.h |
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| bUsedWithLidarPointCloud | uint32 | Indicates that the material and its instances can be use with LiDAR Point Clouds This will result in the shaders required to support LiDAR Point Cloud geometries being compiled which will increase shader compile time and memory usage. | Materials/Material.h |
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| bUsedWithMeshParticles | uint8 | Indicates that the material and its instances can be used with mesh particles This will result in the shaders required to support mesh particles being compiled which will increase shader compile time and memory usage. | Materials/Material.h |
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| bUsedWithMorphTargets | uint8 | Indicates that the material and its instances can be used with morph targets This will result in the shaders required to support morph targets being compiled which will increase shader compile time and memory usage. | Materials/Material.h |
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| bUsedWithNanite | uint32 | Indicates that the material and its instances can be used with Nanite meshes. | Materials/Material.h |
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| bUsedWithNeuralNetworks | uint8 | Indicates that the material and its instances can be used with neural network engine. | Materials/Material.h |
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| bUsedWithNiagaraMeshParticles | uint8 | Materials/Material.h |
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| bUsedWithNiagaraRibbons | uint8 | Materials/Material.h |
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| bUsedWithNiagaraSprites | uint8 | Indicates that the material and its instances can be used with Niagara sprites (meshes and ribbons, respectively) This will result in the shaders required to support Niagara sprites being compiled which will increase shader compile time and memory usage. | Materials/Material.h |
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| bUsedWithParticleSprites | uint8 | Indicates that the material and its instances can be used with particle sprites This will result in the shaders required to support particle sprites being compiled which will increase shader compile time and memory usage. | Materials/Material.h |
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| bUsedWithSkeletalMesh | uint8 | Indicates that the material and its instances can be used with skeletal meshes. | Materials/Material.h |
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| bUsedWithSplineMeshes | uint8 | Indicates that the material and its instances can be used with spline meshes This will result in the shaders required to support spline meshes being compiled which will increase shader compile time and memory usage. | Materials/Material.h |
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| bUsedWithStaticLighting | uint8 | Indicates that the material and its instances can be used with static lighting This will result in the shaders required to support static lighting being compiled which will increase shader compile time and memory usage. | Materials/Material.h |
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| bUsedWithStaticMesh | uint32 | Indicates that the material and its instances can be used on StaticMeshes, which is true by default on all Materials This can be used to remove shaders which are not required, reducing shader compile time and memory usage | Materials/Material.h |
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| bUsedWithVirtualHeightfieldMesh | uint32 | Indicates that the material and its instances can be used with Virtual Heightfield Mesh. | Materials/Material.h |
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| bUsedWithVolumetricCloud | uint32 | Indicates that the material and its instances with volumetric cloud. | Materials/Material.h |
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| bUsedWithVoxels | uint8 | Indicates that the material and its instances can be used with Nanite voxel meshes. | Materials/Material.h |
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| bUsedWithWater | uint32 | Indicates that the material and its instances can be use with water This will result in the shaders required to support water meshes being compiled which will increase shader compile time and memory usage. | Materials/Material.h |
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| bUseEmissiveForDynamicAreaLighting | uint8 | If enabled, the material's emissive colour is injected into the LightPropagationVolume | Materials/Material.h |
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| bUseHQForwardReflections | uint8 | Forward renderer: enables multiple parallax-corrected reflection captures that blend together. | Materials/Material.h |
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| bUseLightmapDirectionality | uint8 | Use lightmap directionality and per pixel normals. | Materials/Material.h |
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| bUseMaterialAttributes | uint8 | When true, the material attributes pin is used instead of the regular pins. | Materials/Material.h |
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| bUsePlanarForwardReflections | uint8 | Enables planar reflection when using the forward renderer or mobile. | Materials/Material.h |
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| bUsesDistortion | uint8 | Indicates that the material and its instances can be used with distortion This will result in the shaders required to support distortion being compiled which will increase shader compile time and memory usage. | Materials/Material.h | |
| bUseTranslucencyVertexFog | uint8 | When true, translucent materials are fogged. Defaults to true. | Materials/Material.h |
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| bWriteOnlyAlpha | uint8 | Whether the transluency pass should write its alpha, and only the alpha, into the framebuffer | Materials/Material.h |
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| DecalBlendMode | TEnumAsByte< EDecalBlendMode > | Materials/Material.h |
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| DefaultMaterialInstance | FDefaultMaterialInstance * | FMaterialRenderProxy derivative that represent this material to the renderer, when the renderer needs to fetch parameter values. | Materials/Material.h | |
| DisplacementFadeRange | FDisplacementFadeRange | Materials/Material.h |
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| DisplacementScaling | FDisplacementScaling | Materials/Material.h |
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| DitheredLODTransition | uint8 | Whether meshes rendered with the material should support dithered LOD transitions. | Materials/Material.h |
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| DitherOpacityMask | uint8 | Dither opacity mask. | Materials/Material.h |
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| EditorParameters | TMap< FName, TArray< UMaterialExpression * > > | Used to detect duplicate parameters. Does not contain parameters in referenced functions! | Materials/Material.h | |
| EditorPitch | int32 | Materials/Material.h | ||
| EditorX | int32 | Materials/Material.h | ||
| EditorY | int32 | Materials/Material.h | ||
| EditorYaw | int32 | Materials/Material.h | ||
| FloatPrecisionMode | TEnumAsByte< EMaterialFloatPrecisionMode > | How to use full (highp) precision in the pixel shader. | Materials/Material.h |
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| MaterialDecalResponse | TEnumAsByte< EMaterialDecalResponse > | Defines how the material reacts on DBuffer decals (Affects look, performance and texture/sample usage). | Materials/Material.h |
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| MaterialDomain | TEnumAsByte< EMaterialDomain > | The domain that the material's attributes will be evaluated in. | Materials/Material.h |
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| MaterialGraph | TObjectPtr< class UMaterialGraph > | EdGraph based representation of the Material | Materials/Material.h | |
| MaxWorldPositionOffsetDisplacement | float | Specifies the max world position offset of the material. | Materials/Material.h |
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| NaniteOverrideMaterial | FMaterialOverrideNanite | An override material which will be used instead of this one when rendering with Nanite. | Materials/Material.h |
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| NeuralProfileId | int8 | Set by reference object cannot be modified. | Materials/Material.h |
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| NumCustomizedUVs | int32 | Number of customized UV inputs to display. | Materials/Material.h |
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| OpacityMaskClipValue | float | If BlendMode is BLEND_Masked, the surface is not rendered where OpacityMask < OpacityMaskClipValue. | Materials/Material.h |
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| PhysicalMaterialMap | TObjectPtr< class UPhysicalMaterial > | Physical material mask map to use for this graphics material. Used for sounds, effects etc. | Materials/Material.h |
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| PhysMaterial | TObjectPtr< class UPhysicalMaterial > | Physical material to use for this graphics material. Used for sounds, effects etc. | Materials/Material.h |
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| PhysMaterialMask | TObjectPtr< class UPhysicalMaterialMask > | Physical material mask to use for this graphics material. Used for sounds, effects etc. | Materials/Material.h |
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| PixelDepthOffsetMode | TEnumAsByte< EPixelDepthOffsetMode > | Controls whether refraction takes into account the material surface coverage, or not. | Materials/Material.h |
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| PreshaderGap | uint16 | If non-zero, overrides r.Material.PreshaderGapInterval for this material. | Materials/Material.h |
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| RefractionCoverageMode | TEnumAsByte< ERefractionCoverageMode > | Controls whether refraction takes into account the material surface coverage, or not. | Materials/Material.h |
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| RefractionDepthBias | float | This is the refraction depth bias, larger values offset distortion to prevent closer objects from rendering into the distorted surface at acute viewing angles but increases the disconnect between surface and where the refraction starts. | Materials/Material.h |
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| RefractionMethod | TEnumAsByte< ERefractionMode > | Controls how the Refraction input is interpreted and how the refraction offset into scene color is computed for this material. | Materials/Material.h |
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| RenderTracePhysicalMaterialOutputs | TArray< TObjectPtr< class UPhysicalMaterial > > | Materials/Material.h | ||
| ResolutionRelativeToInput | FName | Set output resolution relative to the given User Scene Texture input. | Materials/Material.h |
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| ShadingRate | TEnumAsByte< EMaterialShadingRate > | Select what shading rate to apply, on platforms that support variable rate shading. | Materials/Material.h |
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| StateId | FGuid | Guid that uniquely identifies this material. | Materials/Material.h | |
| StencilCompare | TEnumAsByte< EMaterialStencilCompare > | Materials/Material.h |
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| StencilRefValue | uint8 | Materials/Material.h |
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| SubstrateCompilationConfig | FSubstrateCompilationConfig | Not a UPROPERTY, used to propagate editor only Substrate material simplification options for preview. | Materials/Material.h | |
| TranslucencyDirectionalLightingIntensity | float | Useful for artificially increasing the influence of the normal on the lighting result for translucency. | Materials/Material.h |
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| TranslucencyLightingMode | TEnumAsByte< ETranslucencyLightingMode > | Sets the lighting mode that will be used on this material if it is translucent. | Materials/Material.h |
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| TranslucencyPass | TEnumAsByte< EMaterialTranslucencyPass > | Specifies the separate pass in which to render translucency. | Materials/Material.h |
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| TranslucentBackscatteringExponent | float | Controls how diffuse the material's backscattering is when using the MSM_Subsurface shading model. | Materials/Material.h |
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| TranslucentDirectionalLightShadowQuality | float | Set directional light shadow quality received by translucent material. | Materials/Material.h |
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| TranslucentLocalLightShadowQuality | float | Set local light shadow quality received by translucent material. | Materials/Material.h |
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| TranslucentMultipleScatteringExtinction | FLinearColor | Colored extinction factor used to approximate multiple scattering in dense volumes. | Materials/Material.h |
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| TranslucentSelfShadowDensityScale | float | Scale used to make translucent self-shadowing more or less opaque than the material's shadow on other objects. | Materials/Material.h |
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| TranslucentSelfShadowSecondDensityScale | float | Used to make a second self shadow gradient, to add interesting shading in the shadow of the first. | Materials/Material.h |
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| TranslucentSelfShadowSecondOpacity | float | Controls the strength of the second self shadow gradient. | Materials/Material.h |
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| TranslucentShadowDensityScale | float | Scale used to make translucent shadows more or less opaque than the material's actual opacity. | Materials/Material.h |
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| TranslucentShadowStartOffset | float | Local space distance to bias the translucent shadow. | Materials/Material.h |
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| TwoSided | uint8 | Indicates that the material should be rendered without backface culling and the normal should be flipped for backfaces. | Materials/Material.h |
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| UsageFlagCacheMiss | std::atomic< uint32 > | Materials/Material.h | ||
| UsageFlagWarnings | uint32 | True if we have printed a warning about material usage for a given usage flag. | Materials/Material.h |
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| UserSceneTexture | FName | Specify a user generated scene texture as output, overriding the default output implied by "Blendable Location", only used if domain is PostProcess | Materials/Material.h |
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| UserTextureDivisor | FIntPoint | A divisor for the resolution of the User Scene Texture above, allowing an intermediate with reduced resolution | Materials/Material.h |
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| Wireframe | uint8 | Enables a wireframe view of the mesh the material is applied to. | Materials/Material.h |
|
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bCachingUniformExpressions | bool | This instance is caching uniform expressions (the render thread hasn't canceled its creation). | Materials/Material.h | |
| CachedMaterialResourcesForCooking | TMap< const ITargetPlatform *, TArray< FMaterialResourceForCooking > > | Material resources being cached for cooking. | Materials/Material.h | |
| LoadedMaterialResources | TArray< FMaterialResource > | Inline material resources serialized from disk. To be processed on game thread in PostLoad. | Materials/Material.h | |
| MaterialResources | TArray< FMaterialResource * > | Material resources used for rendering this material. | Materials/Material.h | |
| ReferencedTextureGuids | TArray< FGuid > | Materials/Material.h | ||
| ReleasedByRT | FThreadSafeBool | Flag used to guarantee that the RT is finished using various resources in this UMaterial before cleanup. | Materials/Material.h | |
| ShadingModel | TEnumAsByte< EMaterialShadingModel > | Determines how inputs are combined to create the material's final color. | Materials/Material.h |
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| ShadingModels | FMaterialShadingModelField | Materials/Material.h |
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| UsedShadingModels | FString | These are the shading models present in this material. | Materials/Material.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool AddExpressionParameter
(
UMaterialExpression* Expression, |
Add an expression node that represents a parameter to the list of material parameters. | Materials/Material.h | |
virtual FMaterialResource * AllocateResource() |
Materials/Material.h | ||
void AssignExpressionCollection
(
const FMaterialExpressionCollection& InCollection |
Materials/Material.h | ||
bool AttemptInsertNewGroupName
(
const FString& InNewName |
Attempts to add a new group name to the Group Data struct. True if new name was added. | Materials/Material.h | |
virtual void BuildEditorParameterList() |
Iterate through all of the expression nodes in the material and finds any parameters to put in EditorParameters. | Materials/Material.h | |
virtual void CancelOutstandingCompilation () |
Cancels any currently outstanding compilation jobs for this material. | Materials/Material.h | |
bool CheckInValidStateForCompilation
(
FMaterialCompiler* Compiler |
Checks that no pre-compilation errors have been detected and if so it reports them using specified compiler. | Materials/Material.h | |
ExpressionType * FindExpressionByGUID
(
const FGuid& InGUID |
Attempt to find a expression by its GUID. | Materials/Material.h | |
void FinishCacheUniformExpressions() |
Materials/Material.h | ||
void GetAllCustomOutputExpressions
(
TArray< class UMaterialExpressionCustomOutput* >& OutCustomOutputs |
Returns any UMaterialExpressionCustomOutput expressions | Materials/Material.h | |
void GetAllExpressionsForCustomInterpolators
(
TArray< class UMaterialExpression* >& OutExpressions |
Materials/Material.h | ||
void GetAllExpressionsInMaterialAndFunctionsOfType
(
TArray< ExpressionType* >& OutExpressions |
Get all expressions of the requested type, recursing through any function expressions in the material | Materials/Material.h | |
void GetAllExpressionsOfType
(
TArray< const ExpressionType* >& OutExpressions |
Get all expressions of the requested type | Materials/Material.h | |
void GetAllFunctionOutputExpressions
(
TArray< class UMaterialExpressionFunctionOutput* >& OutFunctionOutputs |
Returns any UMaterialExpressionFunctionOutput expressions | Materials/Material.h | |
virtual bool GetAllReferencedExpressions
(
TArray< UMaterialExpression* >& OutExpressions, |
Get all referenced expressions (returns the chains for all properties). | Materials/Material.h | |
TConstArrayView< TObjectPtr< UMaterialExpressionComment > > GetEditorComments() |
Materials/Material.h | ||
| Materials/Material.h | |||
| Materials/Material.h | |||
bool GetExpressionInputDescription
(
EMaterialProperty InProperty, |
Materials/Material.h | ||
FExpressionInput * GetExpressionInputForProperty
(
EMaterialProperty InProperty |
Get the expression input for the given property | Materials/Material.h | |
TConstArrayView< TObjectPtr< UMaterialExpression > > GetExpressions() |
Materials/Material.h | ||
virtual bool GetExpressionsInPropertyChain
(
EMaterialProperty InProperty, |
Get the expression chain for the given property (ie fill in the given array with all expressions in the chain). | Materials/Material.h | |
uint32 GetMaterialDecalResponse() |
Returns the material's decal response mode | Materials/Material.h | |
EMaterialTranslateValidationFlags GetMaterialTranslateValidationFlags() |
Get user flags on the material that influence translation validation errors. | Materials/Material.h | |
TArrayView< const TObjectPtr< UPhysicalMaterial > > GetRenderTracePhysicalMaterialOutputs() |
Return the array of physical materials associated with the RenderTrace material outputs. | Materials/Material.h | |
| Get collection of shader tags from this material's expressions. | Materials/Material.h | ||
bool GetUsageByFlag
(
const EMaterialUsage Usage |
Materials/Material.h | ||
FString GetUsageName
(
const EMaterialUsage Usage |
Materials/Material.h | ||
bool HasAmbientOcclusionConnected() |
Materials/Material.h | ||
bool HasAnisotropyConnected() |
Materials/Material.h | ||
bool HasAnyExpressionsInMaterialAndFunctionsOfType() |
Checks if the material contains an expression of the requested type, recursing through any function expressions in the material | Materials/Material.h | |
bool HasBaseColorConnected() |
Materials/Material.h | ||
bool HasDisplacementConnected() |
Materials/Material.h | ||
virtual bool HasDuplicateDynamicParameters
(
const UMaterialExpression* Expression |
Return whether the provided expression dynamic parameter has duplicates. | Materials/Material.h | |
virtual bool HasDuplicateParameters
(
const UMaterialExpression* Expression |
Return whether the provided expression parameter has duplicates. | Materials/Material.h | |
bool HasEmissiveColorConnected() |
Materials/Material.h | ||
bool HasFlippedCoordinates() |
Checks whether a Material is arranged in the old style, with inputs flowing from right to left | Materials/Material.h | |
bool HasMetallicConnected() |
Materials/Material.h | ||
bool HasNormalConnected() |
Materials/Material.h | ||
bool HasPixelDepthOffsetConnected() |
Materials/Material.h | ||
bool HasRoughnessConnected() |
Materials/Material.h | ||
bool HasSpecularConnected() |
Materials/Material.h | ||
bool HasSubstrateFrontMaterialConnected() |
Materials/Material.h | ||
bool HasSurfaceThicknessConnected() |
Materials/Material.h | ||
bool HasVertexPositionOffsetConnected() |
Materials/Material.h | ||
bool IsCompilingOrHadCompileError
(
ERHIFeatureLevel::Type InFeatureLevel |
Materials/Material.h | ||
bool IsCompilingOrHadCompileError
(
EShaderPlatform InShaderPlatform |
Useful to customize rendering if that case (e.g. hide the object) | Materials/Material.h | |
bool IsDefaultMaterial() |
Returns true if the material is one of the default materials. | Materials/Material.h | |
bool IsMobileSeparateTranslucencyEnabled() |
Materials/Material.h | ||
bool IsPostProcessMaterialOutputingAlpha() |
Materials/Material.h | ||
bool IsPropertyActiveInDerived
(
EMaterialProperty InProperty, |
Like IsPropertyActive(), but considers any state overriden by DerivedMaterial | Materials/Material.h | |
bool IsPropertyActiveInEditor
(
EMaterialProperty InProperty |
Like IsPropertyActive(), but should be used in context of editor. | Materials/Material.h | |
bool IsPropertyConnected
(
EMaterialProperty Property |
Materials/Material.h | ||
bool IsPropertySupported
(
EMaterialProperty InProperty |
Return true if the property is supported. | Materials/Material.h | |
bool IsTextureForceRecompileCacheRessource
(
UTexture* Texture |
Materials/Material.h | ||
bool IsUsageFlagDirty
(
EMaterialUsage Usage |
Checks to see if the Usage flag has an annotation marking it as needing to be saved | Materials/Material.h | |
bool NeedsSetMaterialUsage_Concurrent
(
bool& bOutHasUsage, |
Tests to see if this material needs a usage flag update | Materials/Material.h | |
void PostEditChangePropertyInternal
(
FPropertyChangedEvent& PropertyChangedEvent, |
Materials/Material.h | ||
virtual FGraphEventArray PrecachePSOs
(
const FPSOPrecacheVertexFactoryDataList& VertexFactoryDataList, |
Materials/Material.h | ||
virtual void PropagateExpressionParameterChanges
(
const FName& ParameterName, |
A parameter with duplicates has to update its peers so that they all have the same value. | Materials/Material.h | |
virtual void PropagateExpressionParameterChanges
(
const UMaterialExpression* Parameter |
A parameter with duplicates has to update its peers so that they all have the same value. | Materials/Material.h | |
void RebuildShadingModelField() |
Collect all material expressions fomr this material and all its functions and figure out which possible shading models exist in this material | Materials/Material.h | |
void ReleaseResources () |
Releases rendering resources used by this material. | Materials/Material.h | |
virtual bool RemoveExpressionParameter
(
UMaterialExpression* Expression |
Removes an expression node that represents a parameter from the list of material parameters. | Materials/Material.h | |
void SaveShaderStableKeys
(
const ITargetPlatform* TP |
Materials/Material.h | ||
| Materials/Material.h | |||
bool SetMaterialUsage
(
bool& bNeedsRecompile, |
Set the given usage flag. | Materials/Material.h | |
bool SetParameterValueEditorOnly
(
const FName& ParameterName, |
Materials/Material.h | ||
void SetRenderTracePhysicalMaterialOutputs
(
TArrayView< TObjectPtr< UPhysicalMaterial > > PhysicalMaterials |
Set the array of physical materials associated with the RenderTrace material outputs. | Materials/Material.h | |
bool SetRuntimeVirtualTextureParameterValueEditorOnly
(
FName ParameterName, |
Materials/Material.h | ||
bool SetScalarParameterValueEditorOnly
(
FName ParameterName, |
Materials/Material.h | ||
void SetShadingModel
(
EMaterialShadingModel NewModel |
Materials/Material.h | ||
bool SetSparseVolumeTextureParameterValueEditorOnly
(
FName ParameterName, |
Materials/Material.h | ||
| Materials/Material.h | |||
| Materials/Material.h | |||
bool SetTextureCollectionParameterValueEditorOnly
(
FName ParameterName, |
Materials/Material.h | ||
| Materials/Material.h | |||
bool SetVectorParameterValueEditorOnly
(
FName ParameterName, |
Materials/Material.h | ||
void StartCacheUniformExpressions() |
Tracking of in-flight uniform expression cache update operations for the DefaultMaterialInstance, for thread safety destroying the resource. | Materials/Material.h | |
bool SupportsShadingModelOverride() |
Return true if the material support shading model override | Materials/Material.h | |
void UpdateCachedExpressionData() |
Materials/Material.h | ||
virtual void UpdateExpressionDynamicParameters
(
const UMaterialExpression* Expression |
Iterate through all of the expression nodes and fix up changed properties on matching dynamic parameters when a change occurs. | Materials/Material.h | |
virtual void UpdateExpressionParameterName
(
UMaterialExpression* Expression |
Remove the expression from the editor parameters list (if it exists) and then re-adds it. | Materials/Material.h | |
| Recompute the ddc cache key and reload the material in case the key is not the same. | Materials/Material.h | ||
void UpdateTransientExpressionData() |
Materials/Material.h | ||
bool UserRequestsConvertMaterialToSubstrateMaterial() |
Materials/Material.h |
Overridden from UMaterialInterface
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void AppendCompileStateDebugInfo
(
FStringBuilderBase& OutDebugInfo |
Materials/Material.h | ||
virtual void CacheGivenTypesForCooking
(
EShaderPlatform ShaderPlatform, |
Materials/Material.h | ||
virtual void CacheShaders
(
EMaterialShaderPrecompileMode CompileMode |
Submits remaining shaders for recompilation. | Materials/Material.h | |
virtual bool CastsRayTracedShadows() |
Materials/Material.h | ||
virtual bool CheckMaterialUsage
(
const EMaterialUsage Usage |
Checks if the material can be used with the given usage flag. | Materials/Material.h | |
virtual bool CheckMaterialUsage_Concurrent
(
const EMaterialUsage Usage |
Same as above but is valid to call from any thread. | Materials/Material.h | |
virtual void ClearNumericParameterDefault
(
EMaterialParameterType Type, |
Materials/Material.h | ||
virtual int32 CompilePropertyEx
(
FMaterialCompiler* Compiler, |
Allows material properties to be compiled with the option of being overridden by the material attributes input. | Materials/Material.h | |
virtual uint32 ComputeAllStateCRC () |
Returns a CRC of all the Guids related to this material's shader. | Materials/Material.h | |
virtual void DumpDebugInfo
(
FOutputDevice& OutputDevice |
Materials/Material.h | ||
virtual void ForceRecompileForRendering
(
EMaterialShaderPrecompileMode CompileMode |
Clears the shader cache and recompiles the shader for rendering. | Materials/Material.h | |
virtual EBlendableLocation GetBlendableLocation
(
const UMaterial* Base |
Materials/Material.h | ||
virtual int32 GetBlendablePriority
(
const UMaterial* Base |
Materials/Material.h | ||
virtual EBlendMode GetBlendMode() |
Materials/Material.h | ||
virtual bool GetCastDynamicShadowAsMasked() |
Materials/Material.h | ||
virtual void GetDependencies
(
TSet< UMaterialInterface* >& Dependencies |
Get this material dependencies. | Materials/Material.h | |
virtual void GetDependentFunctions
(
TArray< class UMaterialFunctionInterface* >& DependentFunctions |
Materials/Material.h | ||
virtual FDisplacementFadeRange GetDisplacementFadeRange() |
Materials/Material.h | ||
virtual FDisplacementScaling GetDisplacementScaling() |
Materials/Material.h | ||
virtual UMaterialEditorOnlyData * GetEditorOnlyData () |
Materials/Material.h | ||
virtual const UMaterialEditorOnlyData * GetEditorOnlyData () |
Materials/Material.h | ||
virtual const UClass * GetEditorOnlyDataClass() |
Materials/Material.h | ||
virtual bool GetGroupSortPriority
(
const FString& InGroupName, |
Get the sort priority index of the given parameter group | Materials/Material.h | |
virtual void GetLightingGuidChain
(
bool bIncludeTextures, |
Returns all the Guids related to this material. | Materials/Material.h | |
virtual const UMaterial * GetMaterial () |
Get the material which we are instancing. | Materials/Material.h | |
virtual UMaterial * GetMaterial () |
Get the material which we are instancing. | Materials/Material.h | |
virtual const UMaterial * GetMaterial_Concurrent
(
TMicRecursionGuard RecursionGuard |
Same as above, but can be called concurrently | Materials/Material.h | |
virtual void GetMaterialInheritanceChain
(
FMaterialInheritanceChain& OutChain |
Materials/Material.h | ||
virtual bool GetMaterialLayers
(
FMaterialLayersFunctions& OutLayers, |
Get the material layers stack | Materials/Material.h | |
virtual const FMaterialResource * GetMaterialResource
(
EShaderPlatform InShaderPlatform, |
Materials/Material.h | ||
virtual FMaterialResource * GetMaterialResource
(
EShaderPlatform InShaderPlatform, |
Materials/Material.h | ||
virtual float GetMaxWorldPositionOffsetDisplacement() |
Materials/Material.h | ||
virtual UMaterialInterface * GetNaniteOverride
(
TMicRecursionGuard RecursionGuard |
Get the associated nanite override material | Materials/Material.h | |
virtual UNeuralProfile * GetNeuralProfile_Internal() |
Materials/Material.h | ||
virtual float GetOpacityMaskClipValue() |
Access to overridable properties of the base material. | Materials/Material.h | |
virtual bool GetParameterValue
(
EMaterialParameterType Type, |
Materials/Material.h | ||
virtual UPhysicalMaterial * GetPhysicalMaterial() |
Return a pointer to the physical material used by this material instance. | Materials/Material.h | |
virtual UPhysicalMaterial * GetPhysicalMaterialFromMap
(
int32 Index |
Return a pointer to the physical material from mask map at given index. | Materials/Material.h | |
virtual UPhysicalMaterialMask * GetPhysicalMaterialMask() |
Return a pointer to the physical material mask used by this material instance. | Materials/Material.h | |
virtual bool GetRefractionSettings
(
float& OutBiasValue |
Materials/Material.h | ||
virtual FMaterialRenderProxy * GetRenderProxy () |
Return a pointer to the FMaterialRenderProxy used for rendering. | Materials/Material.h | |
virtual void GetShaderTypes
(
EShaderPlatform Platform, |
Gathers a list of shader types sorted by vertex factory types that should be cached for this material. | Materials/Material.h | |
virtual FMaterialShadingModelField GetShadingModels() |
Materials/Material.h | ||
virtual USpecularProfile * GetSpecularProfile_Internal
(
uint32 Index |
Materials/Material.h | ||
virtual USubsurfaceProfile * GetSubsurfaceProfile_Internal() |
Materials/Material.h | ||
virtual USubsurfaceProfile * GetSubsurfaceProfileOverride_Internal() |
Materials/Material.h | ||
virtual USubsurfaceProfile * GetSubsurfaceProfileRoot_Internal () |
Materials/Material.h | ||
virtual USubsurfaceProfile * GetSubsurfaceProfileRoot_Internal
(
uint32 Index |
Materials/Material.h | ||
virtual bool GetTexturesInPropertyChain
(
EMaterialProperty InProperty, |
Get all of the textures in the expression chain for the given property (ie fill in the given array with all textures in the chain). | Materials/Material.h | |
virtual void GetUsedTextures
(
TArray< UTexture* >& OutTextures, |
Return the textures used to render this material. | Materials/Material.h | |
virtual void GetUsedTexturesAndIndices
(
TArray< UTexture* >& OutTextures, |
Materials/Material.h | ||
virtual bool HasCustomizedUVs() |
Materials/Material.h | ||
virtual bool HasCustomPrimitiveData() |
Materials/Material.h | ||
virtual bool HasMeshPaintTexture() |
Materials/Material.h | ||
virtual bool HasPixelAnimation() |
Materials/Material.h | ||
virtual bool HasSubstrateRoughnessTracking() |
Materials/Material.h | ||
virtual bool HasVertexInterpolator() |
Materials/Material.h | ||
virtual bool IsCompatibleWithLumenCardSharing() |
Materials/Material.h | ||
virtual bool IsCompiling() |
Materials/Material.h | ||
virtual bool IsComplete () |
Checks to see if this material has all its shaders cached. | Materials/Material.h | |
virtual bool IsDeferredDecal() |
Materials/Material.h | ||
virtual bool IsDisplacementFadeEnabled() |
Materials/Material.h | ||
virtual bool IsDitheredLODTransition() |
Materials/Material.h | ||
virtual bool IsMasked() |
Materials/Material.h | ||
virtual bool IsPostProcessMaterial() |
Materials/Material.h | ||
virtual bool IsPropertyActive
(
EMaterialProperty InProperty |
Checks to see if an input property should be active, based on the state of the material | Materials/Material.h | |
virtual bool IsShadingModelFromMaterialExpression() |
Materials/Material.h | ||
virtual bool IsTessellationEnabled() |
Materials/Material.h | ||
virtual bool IsThinSurface() |
Materials/Material.h | ||
virtual bool IsTranslucencyVelocityFromDepth() |
Materials/Material.h | ||
virtual bool IsTranslucencyWritingCustomDepth() |
Materials/Material.h | ||
virtual bool IsTranslucencyWritingFrontLayerTransparency() |
Materials/Material.h | ||
virtual bool IsTranslucencyWritingVelocity() |
Materials/Material.h | ||
virtual bool IsTwoSided() |
Materials/Material.h | ||
virtual bool IsUIMaterial() |
Materials/Material.h | ||
virtual bool IterateDependentFunctions
(
TFunctionRef< bool(UMaterialFunctionInterface*)> Predicate |
Materials/Material.h | ||
virtual void LogMaterialsAndTextures
(
FOutputDevice& Ar, |
Output to the log which materials and textures are used by this material. | Materials/Material.h | |
virtual uint32 NumSpecularProfile_Internal() |
Materials/Material.h | ||
virtual uint32 NumSubsurfaceProfileRoot_Internal() |
Materials/Material.h | ||
virtual void OverrideTexture
(
const UTexture* InTextureToOverride, |
Override a specific texture (transient) | Materials/Material.h | |
virtual void RecacheUniformExpressions
(
bool bRecreateUniformBuffer |
Re-caches uniform expressions for this material interface | Materials/Material.h | |
virtual void SaveShaderStableKeysInner
(
const ITargetPlatform* TP, |
Materials/Material.h | ||
virtual void SetNumericParameterDefault
(
EMaterialParameterType Type, |
Materials/Material.h | ||
virtual bool ShouldAlwaysEvaluateWorldPositionOffset() |
Materials/Material.h | ||
virtual bool ShouldForcePlanePreview() |
True if this Material Interface should force a plane preview | Materials/Material.h | |
virtual bool UpdateLightmassTextureTracking () |
Check if the textures have changed since the last time the material was serialized for Lightmass... | Materials/Material.h | |
virtual bool WritesToRuntimeVirtualTexture() |
Materials/Material.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void BeginCacheForCookedPlatformData
(
const ITargetPlatform* TargetPlatform |
Materials/Material.h | ||
virtual void BeginDestroy() |
Materials/Material.h | ||
virtual bool CanEditChange
(
const FProperty* InProperty |
Materials/Material.h | ||
virtual void ClearAllCachedCookedPlatformData() |
Materials/Material.h | ||
virtual void ClearCachedCookedPlatformData
(
const ITargetPlatform* TargetPlatform |
Materials/Material.h | ||
virtual void FinishDestroy() |
Materials/Material.h | ||
virtual void GetAssetRegistryTags
(
FAssetRegistryTagsContext Context |
Materials/Material.h | ||
virtual void GetResourceSizeEx
(
FResourceSizeEx& CumulativeResourceSize |
Materials/Material.h | ||
virtual bool IsCachedCookedPlatformDataLoaded
(
const ITargetPlatform* TargetPlatform |
Materials/Material.h | ||
virtual bool IsReadyForFinishDestroy() |
Materials/Material.h | ||
virtual bool Modify
(
bool bAlwaysMarkDirty |
Materials/Material.h | ||
virtual void OnCookEvent
(
UE::Cook::ECookEvent CookEvent, |
Materials/Material.h | ||
virtual void PostDuplicate
(
bool bDuplicateForPIE |
Materials/Material.h | ||
virtual void PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Materials/Material.h | ||
virtual void PostInitProperties() |
Materials/Material.h | ||
virtual void PostLoad() |
Materials/Material.h | ||
virtual void PreEditChange
(
FProperty* PropertyAboutToChange |
Materials/Material.h | ||
virtual void PreSave
(
FObjectPreSaveContext ObjectSaveContext |
Materials/Material.h | ||
virtual void Serialize
(
FArchive& Ar |
Materials/Material.h |
Overridden from UObjectBaseUtility
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool CanBeClusterRoot() |
Materials/Material.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool RecursiveGetExpressionChain
(
UMaterialExpression* InExpression, |
Recursively retrieve the expressions contained in the chain of the given expression. | Materials/Material.h | |
void RecursiveUpdateRealtimePreview
(
UMaterialExpression* InExpression, |
Recursively update the bRealtimePreview for each expression based on whether it is connected to something that is time-varying. | Materials/Material.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static void AddReferencedObjects
(
UObject* InThis, |
Materials/Material.h | ||
static void AllMaterialsCacheResourceShadersForRendering
(
bool bUpdateProgressDialog, |
For all materials, UMaterial::CacheResourceShadersForRendering. | Materials/Material.h | |
static void CompileMaterialsForRemoteRecompile
(
const TArray< UMaterialInterface* >& MaterialsToCompile, |
Builds a map from UMaterialInterface name to the shader maps that are needed for rendering on the given platform. | Materials/Material.h | |
static void CompileODSCMaterialsForRemoteRecompile
(
TArray< FODSCRequestPayload > ShadersToRecompile, |
Materials/Material.h | ||
static void DeclareConstructClasses
(
TArray< FTopLevelAssetPath >& OutConstructClasses, |
Materials/Material.h | ||
static void FixCommentPositions
(
TConstArrayView< TObjectPtr< UMaterialExpressionComment > > Comments |
Shifts the positions of comments so that they are aligned correctly with other expressions | Materials/Material.h | |
static bool FixFeatureLevelNodesForSM6
(
TArray< UMaterialExpression* > const& InExpressions |
Fixup feature level nodes that haven't set the SM6 pin. Returns true if a fixup was needed. | Materials/Material.h | |
static void FlipExpressionPositions
(
TConstArrayView< TObjectPtr< UMaterialExpression > > Expressions, |
Flip the X coordinates of a material's expressions and space them out more | Materials/Material.h | |
static void ForceNoCompilationInPostLoad
(
bool bForceNoCompilation |
DO NOT CALL outside of FMaterialEditor! | Materials/Material.h | |
static EBlendMode GetBlendModeFromString
(
const TCHAR* InBlendModeStr |
Materials/Material.h | ||
static const TCHAR * GetBlendModeString
(
EBlendMode InBlendMode |
Materials/Material.h | ||
static UMaterial * GetDefaultMaterial
(
EMaterialDomain Domain |
Return the default material, loading it if necessary | Materials/Material.h | |
static UMaterialFunctionInterface * GetExpressionFunctionPointer
(
const UMaterialExpression* Expression |
Materials/Material.h | ||
static TOptional< FLayersInterfaces > GetExpressionLayers
(
const UMaterialExpression* Expression |
Materials/Material.h | ||
static bool GetExpressionParameterName
(
const UMaterialExpression* Expression, |
Get the name of a parameter. | Materials/Material.h | |
static EMaterialShadingModel GetMaterialShadingModelFromString
(
const TCHAR* InMaterialShadingModelStr |
Materials/Material.h | ||
static const TCHAR * GetMaterialShadingModelString
(
EMaterialShadingModel InMaterialShadingModel |
Helper functions for text output of properties. | Materials/Material.h | |
static bool IsDynamicParameter
(
const UMaterialExpression* Expression |
Return whether the provided expression node is a dynamic parameter. | Materials/Material.h | |
static bool IsParameter
(
const UMaterialExpression* Expression |
Return whether the provided expression node is a parameter. | Materials/Material.h | |
static bool IsPropertyRelevantForMobile
(
EMaterialProperty InProperty |
Returns true if the material property is relevant for mobile platforms | Materials/Material.h | |
static void NotifyCompilationFinished
(
UMaterialInterface* Material |
Materials/Material.h | ||
static FMaterialCompilationFinished & OnMaterialCompilationFinished() |
Materials/Material.h | ||
static void UpdateMaterialShaders
(
TArray< const FShaderType* >& ShaderTypesToFlush, |
Go through every material, flush the specified types and re-initialize the material's shader maps. | Materials/Material.h |
Deprecated Variables
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bIsMasked_DEPRECATED | uint8 | True if Material is masked and uses custom opacity | Materials/Material.h | |
| bRootNodeOverridesDefaultDistortion_DEPRECATED | uint8 | Indicates that the material do not use the material physically based refraction (e.g. IOR from reflectivity F0), but overrides it for artistic purposes. | Materials/Material.h | |
| bUsedWithUI_DEPRECATED | uint8 | Indicates that the material and its instances can be used with SlateUI and UMG This will result in the shaders required to support UI materials being compiled which will increase shader compile time and memory usage. | Materials/Material.h | |
| bUseFullPrecision_DEPRECATED | uint8 | Deprecated. | Materials/Material.h | |
| RefractionMode_DEPRECATED | TEnumAsByte< ERefractionMode > | Materials/Material.h |