AnisotropicDirection, bAllowFog, bAllowLightmapSpecular, bAllowTranslucencyDoF, bCastLitTranslucencyShadowAsMasked, bDisableDepthTest, bEnableMaskedAntialiasing, bIsFallbackMaterial, bIsMasked, bIsPreviewMaterial, BlackPhysicalMaterial, BlendMode, bPerPixelCameraVector, bTranslucencyInheritDominantShadowsFromOpaque, bTranslucencyReceiveDominantShadowsFromStatic, bUsedAsLightFunction, bUsedAsSpecialEngineMaterial, bUsedWithAPEXMeshes, bUsedWithBeamTrails, bUsedWithDecals, bUsedWithFluidSurfaces, bUsedWithFogVolumes, bUsedWithFracturedMeshes, bUsedWithGammaCorrection, bUsedWithInstancedMeshes, bUsedWithInstancedMeshParticles, bUsedWithLandscape, bUsedWithLensFlare, bUsedWithMaterialEffect, bUsedWithMorphTargets, bUsedWithParticleSprites, bUsedWithParticleSubUV, bUsedWithParticleSystem, bUsedWithRadialBlur, bUsedWithScreenDoorFade, bUsedWithSkeletalMesh, bUsedWithSpeedTree, bUsedWithSplineMeshes, bUsedWithStaticLighting, bUsedWithTerrain, bUseImageBasedReflections, bUseLitTranslucencyDepthPass, bUseLitTranslucencyPostRenderDepthPass, bUseOneLayerDistortion, bUsesDistortion, CustomLighting, CustomSkylightDiffuse, D3D11TessellationMode, DefaultMaterialInstances[3], DiffuseColor, DiffusePower, Distortion, EditorComments, EditorCompounds, EditorParameters, EditorPitch, EditorX, EditorY, EditorYaw, EmissiveColor, EnableSeparateTranslucency, EnableSubsurfaceScattering, Expressions, ImageReflectionNormalDampening, LightingModel, MaterialResources[2], Normal, Opacity, OpacityMask, OpacityMaskClipValue, PhysicalMaterial, PhysMaterial, PhysMaterialMask, PhysMaterialMaskUVChannel, ReferencedTextureGuids, ReferencedTextures, ShadowDepthBias, SpecularColor, SpecularPower, SubsurfaceAbsorptionColor, SubsurfaceInscatteringColor, SubsurfaceScatteringRadius, TessellationFactors, TwoSided, TwoSidedLightingColor, TwoSidedLightingMask, TwoSidedSeparatePass, WhitePhysicalMaterial, Wireframe, WorldDisplacement, WorldPositionOffset |