Class Material
A Material is an asset which can be applied to a mesh to control the visual look of the scene.
Inheritance
System.Object
Material
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
Assembly: UE4DotNet.dll
Syntax
public class Material : MaterialInterface
Properties
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AllowTranslucentCustomDepthWrites
Declaration
public bool AllowTranslucentCustomDepthWrites { get; set; }
Property Value
Type |
Description |
System.Boolean |
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AmbientOcclusion
output ambient occlusion to the GBuffer
Declaration
public ScalarMaterialInput AmbientOcclusion { get; set; }
Property Value
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bAllowDevelopmentShaderCompile
Declaration
public bool bAllowDevelopmentShaderCompile { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bAllowNegativeEmissiveColor
Declaration
public bool bAllowNegativeEmissiveColor { get; set; }
Property Value
Type |
Description |
System.Boolean |
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BaseColor
Declaration
public ColorMaterialInput BaseColor { get; set; }
Property Value
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bAutomaticallySetUsageInEditor
Declaration
public bool bAutomaticallySetUsageInEditor { get; }
Property Value
Type |
Description |
System.Boolean |
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bBlockGI
Declaration
public bool bBlockGI { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bCanMaskedBeAssumedOpaque
Declaration
public bool bCanMaskedBeAssumedOpaque { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bCastDynamicShadowAsMasked
Declaration
public bool bCastDynamicShadowAsMasked { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bComputeFogPerPixel
Declaration
public bool bComputeFogPerPixel { get; set; }
Property Value
Type |
Description |
System.Boolean |
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Declaration
public bool bContactShadows { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bDisableDepthTest
Declaration
public bool bDisableDepthTest { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bEnableAdaptiveTessellation
Declaration
public bool bEnableAdaptiveTessellation { get; }
Property Value
Type |
Description |
System.Boolean |
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bEnableCrackFreeDisplacement
Declaration
public bool bEnableCrackFreeDisplacement { get; }
Property Value
Type |
Description |
System.Boolean |
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bEnableMobileSeparateTranslucency
Declaration
public bool bEnableMobileSeparateTranslucency { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bEnableResponsiveAA
Declaration
public bool bEnableResponsiveAA { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bEnableSeparateTranslucency
Declaration
public bool bEnableSeparateTranslucency { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bFullyRough
Declaration
public bool bFullyRough { get; }
Property Value
Type |
Description |
System.Boolean |
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bGenerateSphericalParticleNormals
Declaration
public bool bGenerateSphericalParticleNormals { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bIsFunctionPreviewMaterial
Declaration
public bool bIsFunctionPreviewMaterial { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bIsMaterialEditorStatsMaterial
Declaration
public bool bIsMaterialEditorStatsMaterial { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bIsPreviewMaterial
Declaration
public bool bIsPreviewMaterial { get; set; }
Property Value
Type |
Description |
System.Boolean |
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BlendableLocation
Where the node is inserted in the (post processing) graph, only used if domain is PostProcess
Declaration
public byte BlendableLocation { get; set; }
Property Value
Type |
Description |
System.Byte |
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BlendableOutputAlpha
Declaration
public bool BlendableOutputAlpha { get; set; }
Property Value
Type |
Description |
System.Boolean |
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BlendablePriority
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
Declaration
public int BlendablePriority { get; set; }
Property Value
Type |
Description |
System.Int32 |
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BlendMode
Determines how the material's color is blended with background colors.
Declaration
public byte BlendMode { get; }
Property Value
Type |
Description |
System.Byte |
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bNormalCurvatureToRoughness
Declaration
public bool bNormalCurvatureToRoughness { get; }
Property Value
Type |
Description |
System.Boolean |
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bOutputVelocityOnBasePass
Declaration
public bool bOutputVelocityOnBasePass { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bScreenSpaceReflections
Declaration
public bool bScreenSpaceReflections { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bTangentSpaceNormal
Declaration
public bool bTangentSpaceNormal { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bUsedAsSpecialEngineMaterial
Declaration
public bool bUsedAsSpecialEngineMaterial { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bUsedWithBeamTrails
Declaration
public bool bUsedWithBeamTrails { get; }
Property Value
Type |
Description |
System.Boolean |
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bUsedWithClothing
Declaration
public bool bUsedWithClothing { get; }
Property Value
Type |
Description |
System.Boolean |
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bUsedWithEditorCompositing
Declaration
public bool bUsedWithEditorCompositing { get; }
Property Value
Type |
Description |
System.Boolean |
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bUsedWithGeometryCache
Declaration
public bool bUsedWithGeometryCache { get; }
Property Value
Type |
Description |
System.Boolean |
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bUsedWithInstancedStaticMeshes
Declaration
public bool bUsedWithInstancedStaticMeshes { get; }
Property Value
Type |
Description |
System.Boolean |
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bUsedWithMeshParticles
Declaration
public bool bUsedWithMeshParticles { get; }
Property Value
Type |
Description |
System.Boolean |
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bUsedWithMorphTargets
Declaration
public bool bUsedWithMorphTargets { get; }
Property Value
Type |
Description |
System.Boolean |
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bUsedWithNiagaraMeshParticles
Declaration
public bool bUsedWithNiagaraMeshParticles { get; }
Property Value
Type |
Description |
System.Boolean |
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bUsedWithNiagaraRibbons
Declaration
public bool bUsedWithNiagaraRibbons { get; }
Property Value
Type |
Description |
System.Boolean |
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bUsedWithNiagaraSprites
Declaration
public bool bUsedWithNiagaraSprites { get; }
Property Value
Type |
Description |
System.Boolean |
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bUsedWithParticleSprites
Declaration
public bool bUsedWithParticleSprites { get; }
Property Value
Type |
Description |
System.Boolean |
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bUsedWithSkeletalMesh
Declaration
public bool bUsedWithSkeletalMesh { get; }
Property Value
Type |
Description |
System.Boolean |
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bUsedWithSplineMeshes
Declaration
public bool bUsedWithSplineMeshes { get; }
Property Value
Type |
Description |
System.Boolean |
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bUsedWithStaticLighting
Declaration
public bool bUsedWithStaticLighting { get; }
Property Value
Type |
Description |
System.Boolean |
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bUseEmissiveForDynamicAreaLighting
Declaration
public bool bUseEmissiveForDynamicAreaLighting { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bUseFullPrecision
Declaration
public bool bUseFullPrecision { get; }
Property Value
Type |
Description |
System.Boolean |
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bUseHQForwardReflections
Declaration
public bool bUseHQForwardReflections { get; }
Property Value
Type |
Description |
System.Boolean |
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bUseLightmapDirectionality
Declaration
public bool bUseLightmapDirectionality { get; }
Property Value
Type |
Description |
System.Boolean |
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bUseMaterialAttributes
Declaration
public bool bUseMaterialAttributes { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bUsePlanarForwardReflections
Declaration
public bool bUsePlanarForwardReflections { get; }
Property Value
Type |
Description |
System.Boolean |
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bUsesDistortion
Declaration
public bool bUsesDistortion { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bUseTranslucencyVertexFog
Declaration
public bool bUseTranslucencyVertexFog { get; set; }
Property Value
Type |
Description |
System.Boolean |
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bWriteOnlyAlpha
Declaration
public bool bWriteOnlyAlpha { get; set; }
Property Value
Type |
Description |
System.Boolean |
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ClearCoat
Declaration
public ScalarMaterialInput ClearCoat { get; set; }
Property Value
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ClearCoatRoughness
Declaration
public ScalarMaterialInput ClearCoatRoughness { get; set; }
Property Value
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CustomizedUVs
These inputs are evaluated in the vertex shader and allow artists to do arbitrary vertex shader operations and access them in the pixel shader.
Declaration
public Vector2MaterialInput CustomizedUVs { get; set; }
Property Value
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D3D11TessellationMode
The type of tessellation to apply to this object. Note D3D11 required for anything except MTM_NoTessellation.
Declaration
public byte D3D11TessellationMode { get; }
Property Value
Type |
Description |
System.Byte |
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DecalBlendMode
Defines how the GBuffer chanels are getting manipulated by a decal material pass. (only with MaterialDomain == MD_DeferredDecal)
Declaration
public byte DecalBlendMode { get; set; }
Property Value
Type |
Description |
System.Byte |
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DefaultObject
Get UE4 Default Object for this Class
Declaration
public static Material DefaultObject { get; }
Property Value
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DitheredLODTransition
Declaration
public bool DitheredLODTransition { get; set; }
Property Value
Type |
Description |
System.Boolean |
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DitherOpacityMask
Declaration
public bool DitherOpacityMask { get; set; }
Property Value
Type |
Description |
System.Boolean |
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Array of comments associated with this material; viewed in the material editor.
Declaration
public ObjectArrayField<MaterialExpressionComment> EditorComments { get; }
Property Value
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EditorPitch
Declaration
public int EditorPitch { get; set; }
Property Value
Type |
Description |
System.Int32 |
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EditorX
Declaration
public int EditorX { get; set; }
Property Value
Type |
Description |
System.Int32 |
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EditorY
Declaration
public int EditorY { get; set; }
Property Value
Type |
Description |
System.Int32 |
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EditorYaw
Declaration
public int EditorYaw { get; set; }
Property Value
Type |
Description |
System.Int32 |
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EmissiveColor
Declaration
public ColorMaterialInput EmissiveColor { get; set; }
Property Value
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Expressions
Array of material expressions, excluding Comments. Used by the material editor.
Declaration
public ObjectArrayField<MaterialExpression> Expressions { get; }
Property Value
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ExpressionTextureReferences
Cached texture references from all expressions in the material (including nested functions).
Declaration
public ObjectArrayField<Texture> ExpressionTextureReferences { get; }
Property Value
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MaterialAttributes
Declaration
public MaterialAttributesInput MaterialAttributes { get; set; }
Property Value
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MaterialDecalResponse
Defines how the material reacts on DBuffer decals (Affects look, performance and texture/sample usage).
Declaration
public byte MaterialDecalResponse { get; }
Property Value
Type |
Description |
System.Byte |
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MaterialDomain
The domain that the material's attributes will be evaluated in.
Declaration
public byte MaterialDomain { get; }
Property Value
Type |
Description |
System.Byte |
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Remarks
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MaxDisplacement
Declaration
public float MaxDisplacement { get; set; }
Property Value
Type |
Description |
System.Single |
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Declaration
public ScalarMaterialInput Metallic { get; set; }
Property Value
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Normal
Declaration
public VectorMaterialInput Normal { get; set; }
Property Value
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NumCustomizedUVs
Number of customized UV inputs to display. Unconnected customized UV inputs will just pass through the vertex UVs.
Declaration
public int NumCustomizedUVs { get; set; }
Property Value
Type |
Description |
System.Int32 |
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Opacity
Declaration
public ScalarMaterialInput Opacity { get; set; }
Property Value
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OpacityMask
Declaration
public ScalarMaterialInput OpacityMask { get; set; }
Property Value
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OpacityMaskClipValue
Declaration
public float OpacityMaskClipValue { get; set; }
Property Value
Type |
Description |
System.Single |
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PhysMaterial
Physical material to use for this graphics material. Used for sounds, effects etc.
Declaration
public PhysicalMaterial PhysMaterial { get; set; }
Property Value
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PixelDepthOffset
Declaration
public ScalarMaterialInput PixelDepthOffset { get; set; }
Property Value
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Refraction
output refraction index for translucent rendering
Air:1.
Declaration
public ScalarMaterialInput Refraction { get; set; }
Property Value
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RefractionDepthBias
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.
Declaration
public float RefractionDepthBias { get; set; }
Property Value
Type |
Description |
System.Single |
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RefractionMode
Controls how the Refraction input is interpreted and how the refraction offset into scene color is computed for this material.
Declaration
public byte RefractionMode { get; set; }
Property Value
Type |
Description |
System.Byte |
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Roughness
Declaration
public ScalarMaterialInput Roughness { get; set; }
Property Value
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ShadingModel
Determines how inputs are combined to create the material's final color.
Declaration
public byte ShadingModel { get; set; }
Property Value
Type |
Description |
System.Byte |
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Specular
Declaration
public ScalarMaterialInput Specular { get; set; }
Property Value
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StateId
Guid that uniquely identifies this material.
Declaration
public FGuid StateId { get; set; }
Property Value
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StaticClass
Declaration
public static Class StaticClass { get; }
Property Value
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SubsurfaceColor
Inner material color, only used for ShadingModel=Subsurface
Declaration
public ColorMaterialInput SubsurfaceColor { get; set; }
Property Value
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TessellationMultiplier
Multiplies the tessellation factors applied when a tessellation mode is set.
Declaration
public ScalarMaterialInput TessellationMultiplier { get; set; }
Property Value
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TranslucencyDirectionalLightingIntensity
Useful for artificially increasing the influence of the normal on the lighting result for translucency.
Declaration
public float TranslucencyDirectionalLightingIntensity { get; set; }
Property Value
Type |
Description |
System.Single |
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TranslucencyLightingMode
Sets the lighting mode that will be used on this material if it is translucent.
Declaration
public byte TranslucencyLightingMode { get; set; }
Property Value
Type |
Description |
System.Byte |
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TranslucentBackscatteringExponent
Controls how diffuse the material's backscattering is when using the MSM_Subsurface shading model.
Declaration
public float TranslucentBackscatteringExponent { get; set; }
Property Value
Type |
Description |
System.Single |
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TranslucentMultipleScatteringExtinction
Colored extinction factor used to approximate multiple scattering in dense volumes.
Declaration
public LinearColor TranslucentMultipleScatteringExtinction { get; set; }
Property Value
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TranslucentSelfShadowDensityScale
Scale used to make translucent self-shadowing more or less opaque than the material's shadow on other objects.
Declaration
public float TranslucentSelfShadowDensityScale { get; set; }
Property Value
Type |
Description |
System.Single |
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Remarks
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TranslucentSelfShadowSecondDensityScale
Used to make a second self shadow gradient, to add interesting shading in the shadow of the first.
Declaration
public float TranslucentSelfShadowSecondDensityScale { get; set; }
Property Value
Type |
Description |
System.Single |
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TranslucentSelfShadowSecondOpacity
Controls the strength of the second self shadow gradient.
Declaration
public float TranslucentSelfShadowSecondOpacity { get; set; }
Property Value
Type |
Description |
System.Single |
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TranslucentShadowDensityScale
Scale used to make translucent shadows more or less opaque than the material's actual opacity.
Declaration
public float TranslucentShadowDensityScale { get; set; }
Property Value
Type |
Description |
System.Single |
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TranslucentShadowStartOffset
Local space distance to bias the translucent shadow. Positive values move the shadow away from the light.
Declaration
public float TranslucentShadowStartOffset { get; set; }
Property Value
Type |
Description |
System.Single |
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TwoSided
Declaration
public bool TwoSided { get; set; }
Property Value
Type |
Description |
System.Boolean |
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Wireframe
Declaration
public bool Wireframe { get; set; }
Property Value
Type |
Description |
System.Boolean |
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WorldDisplacement
Offset in world space applied to tessellated vertices.
Declaration
public VectorMaterialInput WorldDisplacement { get; set; }
Property Value
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WorldPositionOffset
Adds to world position in the vertex shader.
Declaration
public VectorMaterialInput WorldPositionOffset { get; set; }
Property Value
Methods
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New(UObject, Name)
Spawn an object of this class
Declaration
public static Material New(UObject obj = null, Name name = default(Name))
Parameters
Returns
Operators
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Implicit(IntPtr to Material)
Convert from IntPtr to UObject
Declaration
public static implicit operator Material(IntPtr p)
Parameters
Type |
Name |
Description |
System.IntPtr |
p |
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Returns