A Material is an asset which can be applied to a mesh to control the visual look of the scene. When light from the scene hits the surface, the shading model of the material is used to calculate how that light interacts with the surface. Warning: Creating new materials directly increases shader compile times! Consider creating a Material Instance off of an existing material instead.
Member | Type | Offset | Share |
---|---|---|---|
PhysMaterial
Physical material to use for this graphics material. Used for sounds, effects etc. |
UPhysicalMaterial* | 0x88 | |
PhysMaterialMask
Physical material mask to use for this graphics material. Used for sounds, effects etc. |
UPhysicalMaterialMask* | 0x90 | |
PhysicalMaterialMap[0x8] | UPhysicalMaterial* | 0x98 | |
Metallic | FScalarMaterialInput | 0xd8 | |
Specular | FScalarMaterialInput | 0xec | |
Anisotropy | FScalarMaterialInput | 0x100 | |
Normal | FVectorMaterialInput | 0x114 | |
Tangent | FVectorMaterialInput | 0x128 | |
EmissiveColor
Emission. |
FColorMaterialInput | 0x13c | |
MaterialDomain
The domain that the material's attributes will be evaluated in. |
EMaterialDomain | 0x150 | |
BlendMode
Determines how the material's color is blended with background colors. |
EBlendMode | 0x151 | |
DecalBlendMode
Defines how the GBuffer chanels are getting manipulated by a decal material pass. |
EDecalBlendMode | 0x152 | |
MaterialDecalResponse
Defines how the material reacts on DBuffer decals (Affects look, performance and texture/sample usage). |
EMaterialDecalResponse | 0x153 | |
ShadingModel | EMaterialShadingModel | 0x154 | |
bCastDynamicShadowAsMasked : 1 | char | 0x155 | |
ShadingModels | FMaterialShadingModelField | 0x156 | |
OpacityMaskClipValue
If BlendMode is BLEND_Masked, the surface is not rendered where OpacityMask < OpacityMaskClipValue. |
float | 0x158 | |
WorldPositionOffset
Adds to world position in the vertex shader. |
FVectorMaterialInput | 0x15c | |
Refraction
Output refraction index for translucent rendering Air:1.0 Water:1.333 Ice:1.3 Glass:~1.6 Diamond:2.42 |
FScalarMaterialInput | 0x170 | |
MaterialAttributes | FMaterialAttributesInput | 0x184 | |
PixelDepthOffset | FScalarMaterialInput | 0x19c | |
ShadingModelFromMaterialExpression | FShadingModelMaterialInput | 0x1b0 | |
bEnableSeparateTranslucency : 1 | char | 0x1c4 | |
bEnableResponsiveAA : 1 | char | 0x1c4 | |
bScreenSpaceReflections : 1 | char | 0x1c4 | |
bContactShadows : 1 | char | 0x1c4 | |
TwoSided : 1 | char | 0x1c4 | |
DitheredLODTransition : 1 | char | 0x1c4 | |
DitherOpacityMask : 1 | char | 0x1c4 | |
bAllowNegativeEmissiveColor : 1 | char | 0x1c4 | |
TranslucencyLightingMode
Sets the lighting mode that will be used on this material if it is translucent. |
ETranslucencyLightingMode | 0x1c5 | |
bEnableMobileSeparateTranslucency : 1 | char | 0x1c6 | |
NumCustomizedUVs
Number of customized UV inputs to display. |
int32_t | 0x1c8 | |
TranslucencyDirectionalLightingIntensity
Useful for artificially increasing the influence of the normal on the lighting result for translucency. |
float | 0x1cc | |
TranslucentShadowDensityScale
Scale used to make translucent shadows more or less opaque than the material's actual opacity. |
float | 0x1d0 | |
TranslucentSelfShadowDensityScale
Scale used to make translucent self-shadowing more or less opaque than the material's shadow on other objects. |
float | 0x1d4 | |
TranslucentSelfShadowSecondDensityScale
Used to make a second self shadow gradient, to add interesting shading in the shadow of the first. |
float | 0x1d8 | |
TranslucentSelfShadowSecondOpacity
Controls the strength of the second self shadow gradient. |
float | 0x1dc | |
TranslucentBackscatteringExponent
Controls how diffuse the material's backscattering is when using the MSM_Subsurface shading model. |
float | 0x1e0 | |
TranslucentMultipleScatteringExtinction
Colored extinction factor used to approximate multiple scattering in dense volumes. |
FLinearColor | 0x1e4 | |
TranslucentShadowStartOffset
Local space distance to bias the translucent shadow. |
float | 0x1f4 | |
bDisableDepthTest : 1 | char | 0x1f8 | |
bWriteOnlyAlpha : 1 | char | 0x1f8 | |
bGenerateSphericalParticleNormals : 1 | char | 0x1f8 | |
bTangentSpaceNormal : 1 | char | 0x1f8 | |
bUseEmissiveForDynamicAreaLighting : 1 | char | 0x1f8 | |
bBlockGI : 1 | char | 0x1f8 | |
bUsedAsSpecialEngineMaterial : 1 | char | 0x1f8 | |
bUsedWithSkeletalMesh : 1 | char | 0x1f8 | |
bUsedWithEditorCompositing : 1 | char | 0x1f9 | |
bUsedWithParticleSprites : 1 | char | 0x1f9 | |
bUsedWithBeamTrails : 1 | char | 0x1f9 | |
bUsedWithMeshParticles : 1 | char | 0x1f9 | |
bUsedWithNiagaraSprites : 1 | char | 0x1f9 | |
bUsedWithNiagaraRibbons : 1 | char | 0x1f9 | |
bUsedWithNiagaraMeshParticles : 1 | char | 0x1f9 | |
bUsedWithGeometryCache : 1 | char | 0x1f9 | |
bUsedWithStaticLighting : 1 | char | 0x1fa | |
bUsedWithMorphTargets : 1 | char | 0x1fa | |
bUsedWithSplineMeshes : 1 | char | 0x1fa | |
bUsedWithInstancedStaticMeshes : 1 | char | 0x1fa | |
bUsedWithGeometryCollections : 1 | char | 0x1fa | |
bUsesDistortion : 1 | char | 0x1fa | |
bUsedWithClothing : 1 | char | 0x1fa | |
bUsedWithWater : 1 | char | 0x1fc | |
bUsedWithHairStrands : 1 | char | 0x1fc | |
bUsedWithLidarPointCloud : 1 | char | 0x1fc | |
bUsedWithUI : 1 | char | 0x200 | |
bAutomaticallySetUsageInEditor : 1 | char | 0x200 | |
bFullyRough : 1 | char | 0x200 | |
bUseFullPrecision : 1 | char | 0x200 | |
bUseLightmapDirectionality : 1 | char | 0x200 | |
bForwardRenderUsePreintegratedGFForSimpleIBL : 1 | char | 0x204 | |
bUseHQForwardReflections : 1 | char | 0x208 | |
bUsePlanarForwardReflections : 1 | char | 0x208 | |
bNormalCurvatureToRoughness : 1 | char | 0x208 | |
D3D11TessellationMode | EMaterialTessellationMode | 0x209 | |
bEnableCrackFreeDisplacement : 1 | char | 0x20a | |
bEnableAdaptiveTessellation : 1 | char | 0x20a | |
AllowTranslucentCustomDepthWrites : 1 | char | 0x20a | |
Wireframe : 1 | char | 0x20a | |
bCanMaskedBeAssumedOpaque : 1 | char | 0x20a | |
bIsMasked : 1 | char | 0x20a | |
bIsPreviewMaterial : 1 | char | 0x20a | |
bIsFunctionPreviewMaterial : 1 | char | 0x20a | |
bUseMaterialAttributes : 1 | char | 0x20b | |
bCastRayTracedShadows : 1 | char | 0x20b | |
bUseTranslucencyVertexFog : 1 | char | 0x20b | |
bIsSky : 1 | char | 0x20b | |
bComputeFogPerPixel : 1 | char | 0x20b | |
bOutputTranslucentVelocity : 1 | char | 0x20b | |
bAllowDevelopmentShaderCompile : 1 | char | 0x20b | |
bIsMaterialEditorStatsMaterial : 1 | char | 0x20b | |
BlendableLocation
Where the node is inserted in the (post processing) graph, only used if domain is PostProcess |
EBlendableLocation | 0x20c | |
BlendableOutputAlpha : 1 | char | 0x20d | |
bEnableStencilTest : 1 | char | 0x20d | |
StencilCompare | EMaterialStencilCompare | 0x20e | |
StencilRefValue | char | 0x20f | |
RefractionMode
Controls how the Refraction input is interpreted and how the refraction offset into scene color is computed for this material. |
ERefractionMode | 0x210 | |
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 |
int32_t | 0x214 | |
bIsBlendable : 1 | char | 0x218 | |
UsageFlagWarnings
True if we have printed a warning about material usage for a given usage flag. |
uint32_t | 0x21c | |
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. |
float | 0x220 | |
StateId
Guid that uniquely identifies this material. |
FGuid | 0x224 | |
MaxDisplacement | float | 0x234 | |
CachedExpressionData | FMaterialCachedExpressionData | 0x2c0 |