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Engine.MaterialInterface

Extends
Surface
Modifiers
abstract forcescriptorder ( true ) native ( Material )

Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.

Core.Object
|   
+-- Engine.Surface
   |   
   +-- Engine.MaterialInterface

Direct Known Subclasses:

Material, MaterialInstance

Constants Summary
Inherited Contants from Core.Object
AspectRatio16x9, AspectRatio4x3, AspectRatio5x4, DegToRad, DegToUnrRot, INDEX_NONE, InvAspectRatio16x9, InvAspectRatio4x3, InvAspectRatio5x4, MaxInt, Pi, RadToDeg, RadToUnrRot, UnrRotToDeg, UnrRotToRad

Variables Summary
boolbUseMobileVertexSpecular
textureFlattenedTexture
GuidLightingGuid
RenderCommandFence_MirrorParentRefFence
Lightmass
LightmassMaterialInterfaceSettingsLightmassSettings
MaterialInterface
stringPreviewMesh
Mobile
boolbAutoFlattenMobile
boolbMobileAllowFog
EMobileAmbientOcclusionSourceMobileAmbientOcclusionSource
textureMobileBaseTexture
EMobileTexCoordsSourceMobileBaseTextureTexCoordsSource
textureMobileNormalTexture
Mobile,BumpOffset
boolbUseMobileBumpOffset
floatMobileBumpOffsetHeightRatio
floatMobileBumpOffsetReferencePlane
Mobile,ColorBlending
boolbUseMobileUniformColorMultiply
boolbUseMobileVertexColorMultiply
LinearColorDefaultUniformColor
Mobile,Emissive
LinearColorMobileEmissiveColor
EMobileEmissiveColorSourceMobileEmissiveColorSource
EMobileValueSourceMobileEmissiveMaskSource
textureMobileEmissiveTexture
Mobile,Environment
floatMobileEnvironmentAmount
EMobileEnvironmentBlendModeMobileEnvironmentBlendMode
LinearColorMobileEnvironmentColor
floatMobileEnvironmentFresnelAmount
floatMobileEnvironmentFresnelExponent
EMobileValueSourceMobileEnvironmentMaskSource
textureMobileEnvironmentTexture
Mobile,Masking
textureMobileMaskTexture
EMobileTexCoordsSourceMobileMaskTextureTexCoordsSource
Mobile,RimLighting
LinearColorMobileRimLightingColor
floatMobileRimLightingExponent
EMobileValueSourceMobileRimLightingMaskSource
floatMobileRimLightingStrength
Mobile,Specular
boolbUseMobilePixelSpecular
boolbUseMobileSpecular
LinearColorMobileSpecularColor
EMobileSpecularMaskMobileSpecularMask
floatMobileSpecularPower
Mobile,TextureBlending
boolbLockColorBlending
textureMobileDetailTexture
EMobileTexCoordsSourceMobileDetailTextureTexCoordsSource
EMobileTextureBlendFactorSourceMobileTextureBlendFactorSource
Mobile,TextureTransform
boolbUseMobileTextureTransform
floatFixedScaleX
floatFixedScaleY
EMobileTextureTransformTargetMobileTextureTransformTarget
floatPannerSpeedX
floatPannerSpeedY
floatRotateSpeed
floatSineScaleFrequencyMultipler
floatSineScaleX
floatSineScaleY
floatTransformCenterX
floatTransformCenterY
Mobile,VertexAnimation
boolbUseMobileWaveVertexMovement
floatMobileMaxVertexMovementAmplitude
floatMobileSwayFrequencyMultiplier
floatMobileSwayMaxAngle
floatMobileTangentVertexFrequencyMultiplier
floatMobileVerticalFrequencyMultiplier
Inherited Variables from Core.Object
Class, HashNext, HashOuterNext, Linker, LinkerIndex, Name, NetIndex, ObjectArchetype, ObjectFlags, ObjectInternalInteger, Outer, StateFrame, VfTableObject

Enumerations Summary
EMaterialUsage
MATUSAGE_SkeletalMesh, MATUSAGE_FracturedMeshes, MATUSAGE_ParticleSprites, MATUSAGE_BeamTrails, MATUSAGE_ParticleSubUV, MATUSAGE_SpeedTree, MATUSAGE_StaticLighting, MATUSAGE_GammaCorrection, MATUSAGE_LensFlare, MATUSAGE_InstancedMeshParticles, MATUSAGE_FluidSurface, MATUSAGE_Decals, MATUSAGE_MaterialEffect, MATUSAGE_MorphTargets, MATUSAGE_FogVolumes, MATUSAGE_RadialBlur, MATUSAGE_InstancedMeshes, MATUSAGE_SplineMesh, MATUSAGE_ScreenDoorFade, MATUSAGE_APEXMesh, MATUSAGE_Terrain, MATUSAGE_Landscape,
Inherited Enumerations from Core.Object
AlphaBlendType, EAspectRatioAxisConstraint, EAutomatedRunResult, EAxis, EDebugBreakType, EInputEvent, EInterpCurveMode, EInterpMethodType, ETickingGroup

Structures Summary
LightmassMaterialInterfaceSettings
bCastShadowAsMasked, EmissiveBoost, DiffuseBoost, SpecularBoost, ExportResolutionScale, DistanceFieldPenumbraScale, bOverrideCastShadowAsMasked, bOverrideEmissiveBoost, bOverrideDiffuseBoost, bOverrideSpecularBoost, bOverrideExportResolutionScale, bOverrideDistanceFieldPenumbraScale
Inherited Structures from Core.Object
Array_Mirror, BitArray_Mirror, BoneAtom, Box, BoxSphereBounds, Color, Cylinder, double, FColorVertexBuffer_Mirror, Guid, IndirectArray_Mirror, InlinePointerArray_Mirror, InterpCurveFloat, InterpCurveLinearColor, InterpCurvePointFloat, InterpCurvePointLinearColor, InterpCurvePointQuat, InterpCurvePointTwoVectors, InterpCurvePointVector, InterpCurvePointVector2D, InterpCurveQuat, InterpCurveTwoVectors, InterpCurveVector, InterpCurveVector2D, IntPoint, LinearColor, Map_Mirror, Matrix, MultiMap_Mirror, OctreeElementId, Plane, pointer, Quat, qword, RawDistribution, RenderCommandFence, RenderCommandFence_Mirror, Rotator, Set_Mirror, SHVector, SHVectorRGB, SparseArray_Mirror, TAlphaBlend, ThreadSafeCounter, TPOV, TwoVectors, UntypedBulkData_Mirror, Vector, Vector2D, Vector4

Functions Summary
functionbool GetFontParameterValue (name ParameterName, ut font OutFontValue, out int OutFontPage)
functionMaterial GetMaterial ()
functionbool GetParameterDesc (name ParameterName, out String OutDesc)
functionPhysicalMaterial GetPhysicalMaterial () con)
functionbool GetScalarCurveParameterValue (name ParameterName, out InterpCurveFloat OutValue)
functionbool GetScalarParameterValue (name ParameterName, out float OutValue)
functionbool GetTextureParameterValue (name ParameterName, out Texture OutValue)
functionbool GetVectorCurveParameterValue (name ParameterName, out InterpCurveVector OutValue)
functionbool GetVectorParameterValue (name ParameterName, out LinearColor OutValue)
function SetForceMipLevelsToBeResident (bool OverrideForceMiplevelsToBeResident, bool bForceMiplevelsToBeResidentValue, float ForceDuration, optional int CinematicTextureGroups = 0)
Inherited Functions from Engine.Surface
GetSurfaceHeight, GetSurfaceWidth
Inherited Functions from Core.Object
!, !=, $, $=, %, &, &&, *, **, *=, +, ++, +=, -, --, -=, / , /=, <, <<, <=, ==, >, >=, >>, >>>, @, @=, Abs, Acos, Asc, Asin, Atan, Atan2, BeginState, ByteToFloat, Caps, Chr, Clamp, ClampLength, ClampRotAxis, ClampRotAxisFromBase, ClampRotAxisFromRange, ClassIsChildOf, ClockwiseFrom, ColorToLinearColor, ContinuedState, Cos, Cross, DebugBreak, Disable, Dot, DumpStateStack, DynamicLoadObject, Enable, EndState, EvalInterpCurveFloat, EvalInterpCurveVector, EvalInterpCurveVector2D, Exp, FCeil, FClamp, FCubicInterp, FFloor, FindDeltaAngle, FindObject, FInterpConstantTo, FInterpEaseIn, FInterpEaseInOut, FInterpEaseOut, FInterpTo, float, FloatToByte, FMax, FMin, FPctByRange, FRand, GetAngularDegreesFromRadians, GetAngularDistance, GetAngularFromDotDist, GetAxes, GetBuildChangelistNumber, GetDotDistance, GetEngineVersion, GetEnum, GetFuncName, GetHeadingAngle, GetMappedRangeValue, GetPackageName, GetPerObjectConfigSections, GetRangePctByValue, GetRangeValueByPct, GetRightMost, GetRotatorAxis, GetScriptTrace, GetStateName, GetSystemTime, GetUnAxes, GotoState, InCylinder, InStr, InverseTransformNormal, InverseTransformVector, IsA, IsChildState, IsInState, IsPendingKill, IsUTracing, IsZero, JoinArray, Left, Len, Lerp, LerpColor, Localize, Locs, Loge, LogInternal, MakeColor, MakeLinearColor, MakeRotationMatrix, MakeRotationTranslationMatrix, MakeRotator, MatrixGetAxis, MatrixGetOrigin, MatrixGetRotator, Max, Mid, Min, MirrorVectorByNormal, Normal, Normalize, NormalizeRotAxis, NoZDot, OrthoRotation, ParseLocalizedPropertyPath, ParseStringIntoArray, PathName, PausedState, PointDistToLine, PointDistToPlane, PointDistToSegment, PointProjectToPlane, PoppedState, PopState, ProjectOnTo, PushedState, PushState, QuatDot, QuatFindBetween, QuatFromAxisAndAngle, QuatFromRotator, QuatInvert, QuatProduct, QuatRotateVector, QuatSlerp, QuatToRotator, Rand, RDiff, Repl, Right, RInterpTo, RLerp, RotRand, Round, RSize, RSmerp, RTransform, SaveConfig, SClampRotAxis, ScriptTrace, SetUTracing, Sin, Split, SplitString, Sqrt, Square, StaticSaveConfig, Tan, TimeStamp, ToHex, TransformNormal, TransformVector, TransformVectorByRotation, UnwindHeading, vect2d, VInterpTo, VLerp, VRand, VRandCone, VRandCone2, VSize, VSize2D, VSizeSq, VSizeSq2D, VSmerp, WarnInternal, ^, ^^, |, ||, ~, ~=


Variables Detail

bUseMobileVertexSpecular Source code

var deprecated bool bUseMobileVertexSpecular;

FlattenedTexture Source code

var deprecated duplicatetransient texture FlattenedTexture;

LightingGuid Source code

var private const Guid LightingGuid;
Unique ID for this material, used for caching during distributed lighting

ParentRefFence Source code

var native const transient RenderCommandFence_Mirror ParentRefFence;
A fence to track when the primitive is no longer used as a parent

Lightmass

LightmassSettings Source code

var(Lightmass) protected LightmassMaterialInterfaceSettings LightmassSettings<ScriptOrder=true>;
The Lightmass settings for this object.

MaterialInterface

PreviewMesh Source code

var(MaterialInterface) editoronly string PreviewMesh;
The mesh used by the material editor to preview the material.

Mobile

bAutoFlattenMobile Source code

var(Mobile) bool bAutoFlattenMobile;
When enabled, the base texture will be generated automatically by statically 'flattening' the graph network into a texture.

bMobileAllowFog Source code

var(Mobile) bool bMobileAllowFog;
When enabled, primitives using this material may be fogged. Disable this to improve performance for primitives that don't need fog.

MobileAmbientOcclusionSource Source code

var(Mobile) EMobileAmbientOcclusionSource MobileAmbientOcclusionSource;
Enables baked ambient occlusion from mesh vertices and selects which vertex color channel to get the AO data from

MobileBaseTexture Source code

var(Mobile) duplicatetransient texture MobileBaseTexture;
Base (diffuse) texture, or a texture that was generated by flattening the graph network

MobileBaseTextureTexCoordsSource Source code

var(Mobile) EMobileTexCoordsSource MobileBaseTextureTexCoordsSource;
Texture coordinates from mesh vertex to use when sampling base texture on mobile platforms

MobileNormalTexture Source code

var(Mobile) texture MobileNormalTexture;
Normal map texture. If specified, this enables per pixel lighting when used in combination with other material features.

Mobile,BumpOffset

bUseMobileBumpOffset Source code

var(Mobile,BumpOffset) bool bUseMobileBumpOffset;
Enables a bump offset effect for this material. A mask texture must be supplied. The bump offset amount is stored in the mask texture's RED channel.

MobileBumpOffsetHeightRatio Source code

var(Mobile,BumpOffset) float MobileBumpOffsetHeightRatio<EditCondition=bUseMobileBumpOffset>;
Bump height ratio

MobileBumpOffsetReferencePlane Source code

var(Mobile,BumpOffset) float MobileBumpOffsetReferencePlane<EditCondition=bUseMobileBumpOffset>;
Bump offset reference plane

Mobile,ColorBlending

bUseMobileUniformColorMultiply Source code

var(Mobile,ColorBlending) bool bUseMobileUniformColorMultiply;
Whether to use uniform color scaling (mesh particles) or not

bUseMobileVertexColorMultiply Source code

var(Mobile,ColorBlending) bool bUseMobileVertexColorMultiply;
Whether to use per vertex color scaling

DefaultUniformColor Source code

var(Mobile,ColorBlending) LinearColor DefaultUniformColor;
Default color to modulate each vertex by

Mobile,Emissive

MobileEmissiveColor Source code

var(Mobile,Emissive) LinearColor MobileEmissiveColor;
Mobile emissive color. Only used when MobileEmissiveColorSource is set to 'Constant'

MobileEmissiveColorSource Source code

var(Mobile,Emissive) EMobileEmissiveColorSource MobileEmissiveColorSource;
Mobile emissive color source

MobileEmissiveMaskSource Source code

var(Mobile,Emissive) EMobileValueSource MobileEmissiveMaskSource;
Selects a source for emissive light masking

MobileEmissiveTexture Source code

var(Mobile,Emissive) texture MobileEmissiveTexture;
Emissive texture. If the emissive color source is set to 'Emissive Texture', setting this texture will enable emissive lighting

Mobile,Environment

MobileEnvironmentAmount Source code

var(Mobile,Environment) float MobileEnvironmentAmount<ClampMin=0.0|UIMax=1.0>;
Sets how much the environment map texture contributes to the final color

MobileEnvironmentBlendMode Source code

var(Mobile,Environment) EMobileEnvironmentBlendMode MobileEnvironmentBlendMode;
When environment mapping is enabled, this sets how the environment color is blended with the base color.

MobileEnvironmentColor Source code

var(Mobile,Environment) LinearColor MobileEnvironmentColor;
Environment map color scale

MobileEnvironmentFresnelAmount Source code

var(Mobile,Environment) float MobileEnvironmentFresnelAmount<ClampMin=0.0|UIMax=1.0>;
Environment mapping fresnel amount. Set this to zero for best performance.

MobileEnvironmentFresnelExponent Source code

var(Mobile,Environment) float MobileEnvironmentFresnelExponent<ClampMin=0.01|UIMax=8.0>;
Environment mapping fresnel exponent. Set this to 1.0 for best performance.

MobileEnvironmentMaskSource Source code

var(Mobile,Environment) EMobileValueSource MobileEnvironmentMaskSource;
Selects a source for environment map amount

MobileEnvironmentTexture Source code

var(Mobile,Environment) texture MobileEnvironmentTexture;
Spherical environment map texture. When specified, spherical environment mapping will be enabled for this material.

Mobile,Masking

MobileMaskTexture Source code

var(Mobile,Masking) texture MobileMaskTexture;
General purpose mask texture used for bump offset amount, texture blending, etc.

MobileMaskTextureTexCoordsSource Source code

var(Mobile,Masking) EMobileTexCoordsSource MobileMaskTextureTexCoordsSource;
Texture coordinates from mesh vertex to use when sampling mask texture

Mobile,RimLighting

MobileRimLightingColor Source code

var(Mobile,RimLighting) LinearColor MobileRimLightingColor;
Rim light color

MobileRimLightingExponent Source code

var(Mobile,RimLighting) float MobileRimLightingExponent<ClampMin=0.01|UIMax=8.0>;
Sets the exponent used for rim lighting

MobileRimLightingMaskSource Source code

var(Mobile,RimLighting) EMobileValueSource MobileRimLightingMaskSource;
Selects a source for rim light masking

MobileRimLightingStrength Source code

var(Mobile,RimLighting) float MobileRimLightingStrength<ClampMin=0.0|UIMax=4.0>;
When set to anything other than zero, enables rim lighting for this material and sets the amount of rim lighting to apply

Mobile,Specular

bUseMobilePixelSpecular Source code

var(Mobile,Specular) bool bUseMobilePixelSpecular<EditCondition=bUseMobileSpecular>;
Enables per-pixel specular for this material (requires normal map)

bUseMobileSpecular Source code

var(Mobile,Specular) bool bUseMobileSpecular;
Enables dynamic specular lighting from the single most prominent light source

MobileSpecularColor Source code

var(Mobile,Specular) LinearColor MobileSpecularColor<EditCondition=bUseMobileSpecular>;
Material specular color

MobileSpecularMask Source code

var(Mobile,Specular) EMobileSpecularMask MobileSpecularMask;
Determines how specular values are masked. Constant: Mask is disabled. Luminance: Diffuse RGB luminance used as mask. Diffuse Red/Green/Blue: Use a specific channel of the diffuse texture as the specular mask. Mask Texture RGB: Uses the color from the mask texture

MobileSpecularPower Source code

var(Mobile,Specular) float MobileSpecularPower<EditCondition=bUseMobileSpecular>;
When specular is enabled, this sets the specular power. Lower values yield a wider highlight, higher values yield a sharper highlight

Mobile,TextureBlending

bLockColorBlending Source code

var(Mobile,TextureBlending) bool bLockColorBlending;
Locks use of the detail texture and does not allow it to be forced off by system settings

MobileDetailTexture Source code

var(Mobile,TextureBlending) texture MobileDetailTexture;
Detail texture to use for blending the base texture

MobileDetailTextureTexCoordsSource Source code

var(Mobile,TextureBlending) EMobileTexCoordsSource MobileDetailTextureTexCoordsSource;
Texture coordinates from mesh vertex to use when sampling detail texture

MobileTextureBlendFactorSource Source code

var(Mobile,TextureBlending) EMobileTextureBlendFactorSource MobileTextureBlendFactorSource;
Where the blend factor comes from, for blending the base texture with the detail texture

Mobile,TextureTransform

bUseMobileTextureTransform Source code

var(Mobile,TextureTransform) bool bUseMobileTextureTransform;
Enables texture transform features

FixedScaleX Source code

var(Mobile,TextureTransform) float FixedScaleX<EditCondition=bUseMobileTextureTransform>;
Fixed horizontal texture scale (around the rotation center)

FixedScaleY Source code

var(Mobile,TextureTransform) float FixedScaleY<EditCondition=bUseMobileTextureTransform>;
Fixed vertical texture scale (around the rotation center)

MobileTextureTransformTarget Source code

var(Mobile,TextureTransform) EMobileTextureTransformTarget MobileTextureTransformTarget<EditCondition=bUseMobileTextureTransform>;
Which texture UVs to transform

PannerSpeedX Source code

var(Mobile,TextureTransform) float PannerSpeedX<EditCondition=bUseMobileTextureTransform>;
Horizontal speed for texture panning

PannerSpeedY Source code

var(Mobile,TextureTransform) float PannerSpeedY<EditCondition=bUseMobileTextureTransform>;
Vertical speed for texture panning

RotateSpeed Source code

var(Mobile,TextureTransform) float RotateSpeed<EditCondition=bUseMobileTextureTransform>;
Texture rotation speed in radians per second

SineScaleFrequencyMultipler Source code

var(Mobile,TextureTransform) float SineScaleFrequencyMultipler<EditCondition=bUseMobileTextureTransform>;
Multiplier for sine wave texture scaling frequency

SineScaleX Source code

var(Mobile,TextureTransform) float SineScaleX<EditCondition=bUseMobileTextureTransform>;
Horizontal texture scale applied to a sine wave

SineScaleY Source code

var(Mobile,TextureTransform) float SineScaleY<EditCondition=bUseMobileTextureTransform>;
Vertical texture scale applied to a sine wave

TransformCenterX Source code

var(Mobile,TextureTransform) float TransformCenterX<EditCondition=bUseMobileTextureTransform>;
Horizontal center for texture rotation/scale

TransformCenterY Source code

var(Mobile,TextureTransform) float TransformCenterY<EditCondition=bUseMobileTextureTransform>;
Vertical center for texture rotation/scale

Mobile,VertexAnimation

bUseMobileWaveVertexMovement Source code

var(Mobile,VertexAnimation) bool bUseMobileWaveVertexMovement;
Enables per-vertex movement on a wave (for use with trees and similar objects)

MobileMaxVertexMovementAmplitude Source code

var(Mobile,VertexAnimation) float MobileMaxVertexMovementAmplitude<EditCondition=bUseMobileWaveVertexMovement>;
Amplitude of adjustments for wave on vertex positions

MobileSwayFrequencyMultiplier Source code

var(Mobile,VertexAnimation) float MobileSwayFrequencyMultiplier<EditCondition=bUseMobileWaveVertexMovement>;
Frequency of entire object sway

MobileSwayMaxAngle Source code

var(Mobile,VertexAnimation) float MobileSwayMaxAngle<EditCondition=bUseMobileWaveVertexMovement>;
Frequency of entire object sway

MobileTangentVertexFrequencyMultiplier Source code

var(Mobile,VertexAnimation) float MobileTangentVertexFrequencyMultiplier<EditCondition=bUseMobileWaveVertexMovement>;
Frequency adjustment for wave on vertex positions

MobileVerticalFrequencyMultiplier Source code

var(Mobile,VertexAnimation) float MobileVerticalFrequencyMultiplier<EditCondition=bUseMobileWaveVertexMovement>;
Frequency adjustment for wave on vertex positions


Enumerations Detail

EMaterialUsage Source code

enum EMaterialUsage
{
MATUSAGE_SkeletalMesh, MATUSAGE_FracturedMeshes, MATUSAGE_ParticleSprites, MATUSAGE_BeamTrails, MATUSAGE_ParticleSubUV, MATUSAGE_SpeedTree, MATUSAGE_StaticLighting, MATUSAGE_GammaCorrection, MATUSAGE_LensFlare, MATUSAGE_InstancedMeshParticles, MATUSAGE_FluidSurface, MATUSAGE_Decals, MATUSAGE_MaterialEffect, MATUSAGE_MorphTargets, MATUSAGE_FogVolumes, MATUSAGE_RadialBlur, MATUSAGE_InstancedMeshes, MATUSAGE_SplineMesh, MATUSAGE_ScreenDoorFade, MATUSAGE_APEXMesh, MATUSAGE_Terrain, MATUSAGE_Landscape,
};


Structures Detail

LightmassMaterialInterfaceSettings Source code

struct LightmassMaterialInterfaceSettings
{
var(Material) bool bCastShadowAsMasked;
var bool bOverrideCastShadowAsMasked;
var bool bOverrideDiffuseBoost;
var bool bOverrideDistanceFieldPenumbraScale;
var bool bOverrideEmissiveBoost;
var bool bOverrideExportResolutionScale;
var bool bOverrideSpecularBoost;
var(Material) float DiffuseBoost;
var(Material) float DistanceFieldPenumbraScale;
var(Material) float EmissiveBoost;
var(Material) float ExportResolutionScale;
var float SpecularBoost;
};
Material interface settings for Lightmass
bCastShadowAsMasked:
If TRUE, forces translucency to cast static shadows as if the material were masked.
bOverrideCastShadowAsMasked:
If TRUE, override the bCastShadowAsMasked setting of the parent material.
bOverrideDiffuseBoost:
If TRUE, override the diffuse boost setting of the parent material.
bOverrideDistanceFieldPenumbraScale:
If TRUE, override the distance field penumbra scale setting of the parent material.
bOverrideEmissiveBoost:
If TRUE, override the emissive boost setting of the parent material.
bOverrideExportResolutionScale:
If TRUE, override the export resolution scale setting of the parent material.
bOverrideSpecularBoost:
If TRUE, override the specular boost setting of the parent material.
DiffuseBoost:
Scales the diffuse contribution of this material to static lighting.
DistanceFieldPenumbraScale:
Scales the penumbra size of distance field shadows. This is useful to get softer precomputed shadows on certain material types like foliage.
EmissiveBoost:
Scales the emissive contribution of this material to static lighting.
ExportResolutionScale:
Scales the resolution that this material's attributes were exported at. This is useful for increasing material resolution when details are needed.
SpecularBoost:
Scales the specular contribution of this material to static lighting.


Functions Detail

GetFontParameterValue Source code

native function bool GetFontParameterValue ( name ParameterName,out font OutFontValue, out int OutFontPage )

GetMaterial Source code

native final noexport function Material GetMaterial ( )

GetParameterDesc Source code

native function bool GetParameterDesc ( name ParameterName, out String OutDesc )

GetPhysicalMaterial Source code

native final noexport const function PhysicalMaterial GetPhysicalMaterial ( ) con )
Returns a pointer to the physical material used by this material instance.
@return The physical material.

GetScalarCurveParameterValue Source code

native function bool GetScalarCurveParameterValue ( name ParameterName, out InterpCurveFloat OutValue )

GetScalarParameterValue Source code

native function bool GetScalarParameterValue ( name ParameterName, out float OutValue )

GetTextureParameterValue Source code

native function bool GetTextureParameterValue ( name ParameterName, out Texture OutValue )

GetVectorCurveParameterValue Source code

native function bool GetVectorCurveParameterValue ( name ParameterName, out InterpCurveVector OutValue )

GetVectorParameterValue Source code

native function bool GetVectorParameterValue ( name ParameterName, out LinearColor OutValue )

SetForceMipLevelsToBeResident Source code

native function SetForceMipLevelsToBeResident ( bool OverrideForceMiplevelsToBeResident, bool bForceMiplevelsToBeResidentValue, float ForceDuration, optional int CinematicTextureGroups = 0 )
Forces the streaming system to disregard the normal logic for the specified duration and instead always load all mip-levels for all textures used by this material.
@param ForceDuration - Number of seconds to keep all mip-levels in memory, disregarding the normal priority logic.
@param CinematicTextureGroups - Bitfield indicating which texture groups that use extra high-resolution mips


Defaultproperties

defaultproperties
{
	bUseMobileTextureTransform=FALSE
	MobileTextureTransformTarget=MTTT_BaseTexture

	
	TransformCenterX=0.5
	TransformCenterY=0.5

	PannerSpeedX=0.0
	PannerSpeedY=0.0

	RotateSpeed=0.0

	FixedScaleX=1.0
	FixedScaleY=1.0

	SineScaleX=0.0
	SineScaleY=0.0
	SineScaleFrequencyMultipler=1.0

	bUseMobileSpecular=FALSE
	bUseMobilePixelSpecular=FALSE
	MobileSpecularColor=(R=1.0,G=1.0,B=1.0,A=1.0)
	MobileSpecularPower=16.0
	MobileSpecularMask=MSM_Constant
	MobileAmbientOcclusionSource=MAOS_Disabled

	MobileTextureBlendFactorSource=MTBFS_VertexColor
	MobileBaseTextureTexCoordsSource=MTCS_TexCoords0
	MobileDetailTextureTexCoordsSource=MTCS_TexCoords1
	MobileMaskTextureTexCoordsSource=MTCS_TexCoords0

	MobileEmissiveColorSource=MECS_EmissiveTexture
	MobileEmissiveColor=(R=1.0,G=1.0,B=1.0,A=1.0)
	MobileEmissiveMaskSource=MVS_Constant

	MobileEnvironmentAmount=1.0
	MobileEnvironmentMaskSource=MVS_Constant
	MobileEnvironmentBlendMode=MEBM_Add
	MobileEnvironmentColor=(R=1.0,G=1.0,B=1.0,A=1.0)
	MobileEnvironmentFresnelAmount=0.0
	MobileEnvironmentFresnelExponent=1.0

	MobileRimLightingStrength=0.0
	MobileRimLightingExponent=2.0
	MobileRimLightingColor=(R=1.0,G=1.0,B=1.0,A=1.0)
	MobileRimLightingMaskSource=MVS_Constant

	MobileBumpOffsetReferencePlane = 0.5;
	MobileBumpOffsetHeightRatio = 0.05;

	bUseMobileWaveVertexMovement = FALSE;
	MobileTangentVertexFrequencyMultiplier = .125;
	MobileVerticalFrequencyMultiplier = .1;
	MobileMaxVertexMovementAmplitude = 5.0;
	MobileSwayFrequencyMultiplier=.07;
	MobileSwayMaxAngle=2.0;


	bMobileAllowFog = TRUE;
}

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Creation time: ti 22-3-2011 19:56:52.442 - Created with UnCodeX