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UMaterialInterface > UObject

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

Physical material to use for this graphics material. Used for sounds, effects etc.

UPhysicalMaterial* 0x88

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


FColorMaterialInput 0x13c

The domain that the material's attributes will be evaluated in.

EMaterialDomain 0x150

Determines how the material's color is blended with background colors.

EBlendMode 0x151

Defines how the GBuffer chanels are getting manipulated by a decal material pass.

EDecalBlendMode 0x152

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

If BlendMode is BLEND_Masked, the surface is not rendered where OpacityMask < OpacityMaskClipValue.

float 0x158

Adds to world position in the vertex shader.

FVectorMaterialInput 0x15c

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

Sets the lighting mode that will be used on this material if it is translucent.

ETranslucencyLightingMode 0x1c5
bEnableMobileSeparateTranslucency : 1 char 0x1c6

Number of customized UV inputs to display.

int32_t 0x1c8

Useful for artificially increasing the influence of the normal on the lighting result for translucency.

float 0x1cc

Scale used to make translucent shadows more or less opaque than the material's actual opacity.

float 0x1d0

Scale used to make translucent self-shadowing more or less opaque than the material's shadow on other objects.

float 0x1d4

Used to make a second self shadow gradient, to add interesting shading in the shadow of the first.

float 0x1d8

Controls the strength of the second self shadow gradient.

float 0x1dc

Controls how diffuse the material's backscattering is when using the MSM_Subsurface shading model.

float 0x1e0

Colored extinction factor used to approximate multiple scattering in dense volumes.

FLinearColor 0x1e4

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

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

Controls how the Refraction input is interpreted and how the refraction offset into scene color is computed for this material.

ERefractionMode 0x210

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

True if we have printed a warning about material usage for a given usage flag.

uint32_t 0x21c

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

Guid that uniquely identifies this material.

FGuid 0x224
MaxDisplacement float 0x234
CachedExpressionData FMaterialCachedExpressionData 0x2c0