Class MaterialInterface
Material Interface
Inherited Members
Namespace: UE4.Engine
Assembly: UE4DotNet.dll
Syntax
public class MaterialInterface : UObject
Properties
| Improve this Doc View SourceAssetImportData
Importing data and options used for this material
Declaration
public AssetImportData AssetImportData { get; set; }
Property Value
| Type | Description |
|---|---|
| AssetImportData |
AssetUserData
Array of user data stored with the asset
Declaration
public ObjectArrayField<AssetUserData> AssetUserData { get; }
Property Value
| Type | Description |
|---|---|
| ObjectArrayField<AssetUserData> |
bTextureStreamingDataSorted
Declaration
public bool bTextureStreamingDataSorted { get; set; }
Property Value
| Type | Description |
|---|---|
| System.Boolean |
DefaultObject
Get UE4 Default Object for this Class
Declaration
public static MaterialInterface DefaultObject { get; }
Property Value
| Type | Description |
|---|---|
| MaterialInterface |
LightingGuid
Unique ID for this material, used for caching during distributed lighting
Declaration
public FGuid LightingGuid { get; set; }
Property Value
| Type | Description |
|---|---|
| FGuid |
LightmassSettings
The Lightmass settings for this object.
Declaration
public LightmassMaterialInterfaceSettings LightmassSettings { get; set; }
Property Value
| Type | Description |
|---|---|
| LightmassMaterialInterfaceSettings |
PreviewMesh
The mesh used by the material editor to preview the material.
Declaration
public SoftObjectPath PreviewMesh { get; set; }
Property Value
| Type | Description |
|---|---|
| SoftObjectPath |
StaticClass
Get UE4 Class
Declaration
public static Class StaticClass { get; }
Property Value
| Type | Description |
|---|---|
| Class |
SubsurfaceProfile
SubsurfaceProfile, for Screen Space Subsurface Scattering
Declaration
public SubsurfaceProfile SubsurfaceProfile { get; }
Property Value
| Type | Description |
|---|---|
| SubsurfaceProfile |
TextureStreamingDataVersion
Texture Streaming Data Version
Declaration
public int TextureStreamingDataVersion { get; set; }
Property Value
| Type | Description |
|---|---|
| System.Int32 |
ThumbnailInfo
Information for thumbnail rendering
Declaration
public ThumbnailInfo ThumbnailInfo { get; set; }
Property Value
| Type | Description |
|---|---|
| ThumbnailInfo |
Methods
| Improve this Doc View SourceGetBaseMaterial()
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 |
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.
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 |
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
| Improve this Doc View SourceImplicit(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 |