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Class MaterialInterface

Material Interface

Inheritance
System.Object
UObject
MaterialInterface
Material
MaterialInstance
Inherited Members
UObject.TransientPackage
UObject.CastTo<T>(UObject)
UObject.CastTo(UObject, Type)
UObject.RemoveObject(UObject)
UObject.MakeObjectArrayField<T>(NativeArray*)
UObject.NotImplemented<T>()
UObject.Construct()
UObject.GetHashCode()
UObject.GetName()
UObject.ToString()
UObject.Name
UObject._None
UObject.None
UObject.ObjPointer
UObject.LoadObjectFromClass(Class, UObject, String, String, LoadFlags, PackageMap, Boolean)
UObject.LoadClass(Class, UObject, String, String, LoadFlags, PackageMap)
UObject.GetPropertyFor<T>(Name)
UObject.ExecuteUbergraph
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)
Namespace: UE4.Engine
Assembly: UE4DotNet.dll
Syntax
public class MaterialInterface : UObject

Properties

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AssetImportData

Importing data and options used for this material

Declaration
public AssetImportData AssetImportData { get; set; }
Property Value
Type Description
AssetImportData
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AssetUserData

Array of user data stored with the asset

Declaration
public ObjectArrayField<AssetUserData> AssetUserData { get; }
Property Value
Type Description
ObjectArrayField<AssetUserData>
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bTextureStreamingDataSorted

Declaration
public bool bTextureStreamingDataSorted { get; set; }
Property Value
Type Description
System.Boolean
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DefaultObject

Get UE4 Default Object for this Class

Declaration
public static MaterialInterface DefaultObject { get; }
Property Value
Type Description
MaterialInterface
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LightingGuid

Unique ID for this material, used for caching during distributed lighting

Declaration
public FGuid LightingGuid { get; set; }
Property Value
Type Description
FGuid
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LightmassSettings

The Lightmass settings for this object.

Declaration
public LightmassMaterialInterfaceSettings LightmassSettings { get; set; }
Property Value
Type Description
LightmassMaterialInterfaceSettings
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PreviewMesh

The mesh used by the material editor to preview the material.

Declaration
public SoftObjectPath PreviewMesh { get; set; }
Property Value
Type Description
SoftObjectPath
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StaticClass

Get UE4 Class

Declaration
public static Class StaticClass { get; }
Property Value
Type Description
Class
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SubsurfaceProfile

SubsurfaceProfile, for Screen Space Subsurface Scattering

Declaration
public SubsurfaceProfile SubsurfaceProfile { get; }
Property Value
Type Description
SubsurfaceProfile
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TextureStreamingDataVersion

Texture Streaming Data Version

Declaration
public int TextureStreamingDataVersion { get; set; }
Property Value
Type Description
System.Int32
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ThumbnailInfo

Information for thumbnail rendering

Declaration
public ThumbnailInfo ThumbnailInfo { get; set; }
Property Value
Type Description
ThumbnailInfo

Methods

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GetBaseMaterial()

Walks up parent chain and finds the base Material that this is an instance of. Just calls the virtual GetMaterial()

Declaration
public Material GetBaseMaterial()
Returns
Type Description
Material
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GetPhysicalMaterial()

Return a pointer to the physical material used by this material instance.

Declaration
public PhysicalMaterial GetPhysicalMaterial()
Returns
Type Description
PhysicalMaterial
Remarks

@return The physical material.

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New(UObject, Name)

Spawn an object of this class

Declaration
public static MaterialInterface New(UObject obj = null, Name name = default(Name))
Parameters
Type Name Description
UObject obj
Name name
Returns
Type Description
MaterialInterface
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SetForceMipLevelsToBeResident(Boolean, Boolean, Single, Int32)

Force 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.

Declaration
public void SetForceMipLevelsToBeResident(bool OverrideForceMiplevelsToBeResident, bool bForceMiplevelsToBeResidentValue, float ForceDuration, int CinematicTextureGroups)
Parameters
Type Name Description
System.Boolean OverrideForceMiplevelsToBeResident
System.Boolean bForceMiplevelsToBeResidentValue
System.Single ForceDuration
System.Int32 CinematicTextureGroups
Remarks

@param OverrideForceMiplevelsToBeResident - Whether to use (true) or ignore (false) the bForceMiplevelsToBeResidentValue parameter. @param bForceMiplevelsToBeResidentValue - true forces all mips to stream in. false lets other factors decide what to do with the mips. @param ForceDuration - Number of seconds to keep all mip-levels in memory, disregarding the normal priority logic. Negative value turns it off. @param CinematicTextureGroups - Bitfield indicating texture groups that should use extra high-resolution mips

Operators

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Implicit(IntPtr to MaterialInterface)

Convert from IntPtr to UObject

Declaration
public static implicit operator MaterialInterface(IntPtr p)
Parameters
Type Name Description
System.IntPtr p
Returns
Type Description
MaterialInterface
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