unreal.Material

class unreal.Material(outer=None, name='None')

Bases: unreal.MaterialInterface

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.

C++ Source:

  • Module: Engine

  • File: Material.h

Editor Properties: (see get_editor_property/set_editor_property)

  • allow_negative_emissive_color (bool): [Read-Write] Allow Negative Emissive Color: Whether the material should allow outputting negative emissive color values. Only allowed on unlit materials.

  • allow_translucent_custom_depth_writes (bool): [Read-Write] Allow Translucent Custom Depth Writes: Allows a translucent material to be used with custom depth writing by compiling additional shaders.

  • apply_cloud_fogging (bool): [Read-Write] Apply Cloud Fogging: When true, translucent materials receive cloud contribution as part of the fog evaluation, per vertex or per pixel according to the other selected options. This is a rough approximation but can help in some cases. Defaults to false. Fog is applied on clouds, so Apply Fogging must be true to use this feature.

  • asset_import_data (AssetImportData): [Read-Write] Asset Import Data: Importing data and options used for this material

  • asset_user_data (Array(AssetUserData)): [Read-Write] Asset User Data: Array of user data stored with the asset

  • automatically_set_usage_in_editor (bool): [Read-Write] Automatically Set Usage in Editor: Whether to automatically set usage flags based on what the material is applied to in the editor. It can be useful to disable this on a base material with many instances, where adding another usage flag accidentally (eg bUsedWithSkeletalMeshes) can add a lot of shader permutations.

  • blend_mode (BlendMode): [Read-Write] Blend Mode: Determines how the material’s color is blended with background colors.

  • blendable_location (BlendableLocation): [Read-Write] Blendable Location: Where the node is inserted in the (post processing) graph, only used if domain is PostProcess

  • blendable_output_alpha (bool): [Read-Write] Blendable Output Alpha: If this is enabled, the blendable will output alpha

  • blendable_priority (int32): [Read-Write] Blendable Priority: 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

  • cast_dynamic_shadow_as_masked (bool): [Read-Write] Cast Dynamic Shadow as Masked: Whether the material should cast shadows as masked even though it has a translucent blend mode.

  • cast_ray_traced_shadows (bool): [Read-Write] Cast Ray Traced Shadows: when true, the material casts ray tracing shadows.

  • compute_fog_per_pixel (bool): [Read-Write] Compute Fog Per Pixel: When true, translucent materials have fog computed for every pixel, which costs more but fixes artifacts due to low tessellation.

  • contact_shadows (bool): [Read-Write] Contact Shadows: Contact shadows on translucency

  • decal_blend_mode (DecalBlendMode): [Read-Write] Decal Blend Mode deprecated: No longer used.

  • disable_depth_test (bool): [Read-Write] Disable Depth Test: Whether to draw on top of opaque pixels even if behind them. This only has meaning for translucency.

  • dither_opacity_mask (bool): [Read-Write] Dither Opacity Mask: Dither opacity mask. When combined with Temporal AA this can be used as a form of limited translucency which supports all lighting features.

  • dithered_lod_transition (bool): [Read-Write] Dithered LODTransition: Whether meshes rendered with the material should support dithered LOD transitions.

  • enable_exec_wire (bool): [Read-Write] Enable Exec Wire

  • enable_mobile_separate_translucency (bool): [Read-Write] Enable Mobile Separate Translucency: Indicates that the translucent material should not be affected by bloom or DOF. (Note: Depth testing is not available)

  • enable_new_hlsl_generator (bool): [Read-Write] Enable New HLSLGenerator

  • enable_responsive_aa (bool): [Read-Write] Enable Responsive AA: Indicates that the material should be rendered using responsive anti-aliasing. Improves sharpness of small moving particles such as sparks. Only use for small moving features because it will cause aliasing of the background.

  • enable_stencil_test (bool): [Read-Write] Enable Stencil Test: Selectively execute post process material only for pixels that pass the stencil test against the Custom Depth/Stencil buffer. Pixels that fail the stencil test are filled with the previous post process material output or scene color.

  • float_precision_mode (MaterialFloatPrecisionMode): [Read-Write] Float Precision Mode: How to use full (highp) precision in the pixel shader. highp is slower than the default (mediump) but can be used to work around precision-related rendering errors. Use ‘Full-precision for MaterialExpressions only’ if you still want to keep the precision of the halfs in .ush/.usf This setting has no effect on older mobile devices that do not support high precision.

  • forward_blends_sky_light_cubemaps (bool): [Read-Write] Forward Blends Sky Light Cubemaps: * Enables blending of sky light cubemap textures. When disabled, the secondary cubemap is only visible when the blend factor is 1.

  • forward_render_use_preintegrated_gf_for_simple_ibl (bool): [Read-Write] Forward Render Use Preintegrated GFFor Simple IBL: Forward (including mobile) renderer: use preintegrated GF lut for simple IBL, but will use one more sampler.

  • fully_rough (bool): [Read-Write] Fully Rough: Forces the material to be completely rough. Saves a number of instructions and one sampler.

  • generate_spherical_particle_normals (bool): [Read-Write] Generate Spherical Particle Normals: Whether to generate spherical normals for particles that use this material.

  • is_blendable (bool): [Read-Write] Is Blendable: Allows blendability to be turned off, only used if domain is PostProcess

  • is_sky (bool): [Read-Write] Is Sky: Unlit and Opaque materials can be used as sky material on a sky dome mesh. When IsSky is true, these meshes will not receive any contribution from the aerial perspective. Height and Volumetric fog effects will still be applied.

  • lightmass_settings (LightmassMaterialInterfaceSettings): [Read-Write] Lightmass Settings: The Lightmass settings for this object.

  • material_decal_response (MaterialDecalResponse): [Read-Write] Material Decal Response: Defines how the material reacts on DBuffer decals (Affects look, performance and texture/sample usage). Non DBuffer Decals can be disabled on the primitive (e.g. static mesh)

  • material_domain (MaterialDomain): [Read-Write] Material Domain: The domain that the material’s attributes will be evaluated in. Certain pieces of material functionality are only valid in certain domains, for example vertex normal is only valid on a surface.

  • mobile_enable_high_quality_brdf (bool): [Read-Write] Mobile Enable High Quality BRDF: Use the high quality brdf functions on mobile to get better visual effects but adds GPU cost.

  • normal_curvature_to_roughness (bool): [Read-Write] Normal Curvature to Roughness: Reduce roughness based on screen space normal changes.

  • num_customized_u_vs (int32): [Read-Write] Num Customized UVs: Number of customized UV inputs to display. Unconnected customized UV inputs will just pass through the vertex UVs.

  • opacity_mask_clip_value (float): [Read-Write] Opacity Mask Clip Value: If BlendMode is BLEND_Masked, the surface is not rendered where OpacityMask < OpacityMaskClipValue. If BlendMode is BLEND_Translucent, BLEND_Additive, or BLEND_Modulate, and “Output Velocity” is enabled, the object velocity is not rendered where Opacity < OpacityMaskClipValue.

  • output_translucent_velocity (bool): [Read-Write] Output Translucent Velocity: When true, translucent materials will output motion vectors and write to depth buffer in velocity pass.

  • parameter_group_data (Array(ParameterGroupData)): [Read-Write] Parameter Group Data: Controls where this parameter group is displayed in a material instance parameter list. The lower the number the higher up in the parameter list.

  • phys_material (PhysicalMaterial): [Read-Write] Phys Material: Physical material to use for this graphics material. Used for sounds, effects etc.

  • phys_material_mask (PhysicalMaterialMask): [Read-Write] Phys Material Mask: Physical material mask to use for this graphics material. Used for sounds, effects etc.

  • physical_material_map (PhysicalMaterial): [Read-Write] Physical Material Map: Physical material mask map to use for this graphics material. Used for sounds, effects etc.

  • preview_mesh (SoftObjectPath): [Read-Write] Preview Mesh: The mesh used by the material editor to preview the material.

  • refraction_depth_bias (float): [Read-Write] Refraction Depth Bias: 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.

  • refraction_mode (RefractionMode): [Read-Write] Refraction Mode: Controls how the Refraction input is interpreted and how the refraction offset into scene color is computed for this material.

  • screen_space_reflections (bool): [Read-Write] Screen Space Reflections: SSR on translucency

  • shading_model (MaterialShadingModel): [Read-Write] Shading Model: Determines how inputs are combined to create the material’s final color.

  • shading_rate (MaterialShadingRate): [Read-Write] Shading Rate: Select what shading rate to apply for platforms that have variable rate shading

  • stencil_compare (MaterialStencilCompare): [Read-Write] Stencil Compare

  • stencil_ref_value (uint8): [Read-Write] Stencil Ref Value

  • subsurface_profile (SubsurfaceProfile): [Read-Write] Subsurface Profile: SubsurfaceProfile, for Screen Space Subsurface Scattering

  • tangent_space_normal (bool): [Read-Write] Tangent Space Normal: Whether the material takes a tangent space normal or a world space normal as input. (TangentSpace requires extra instructions but is often more convenient).

  • thumbnail_info (ThumbnailInfo): [Read-Only] Thumbnail Info: Information for thumbnail rendering

  • translucency_directional_lighting_intensity (float): [Read-Write] Translucency Directional Lighting Intensity: Useful for artificially increasing the influence of the normal on the lighting result for translucency. A value larger than 1 increases the influence of the normal, a value smaller than 1 makes the lighting more ambient.

  • translucency_lighting_mode (TranslucencyLightingMode): [Read-Write] Translucency Lighting Mode: Sets the lighting mode that will be used on this material if it is translucent.

  • translucency_pass (MaterialTranslucencyPass): [Read-Write] Translucency Pass: Specifies the separate pass in which to render translucency. This can be used to avoid artifacts caused by certain post processing effects.

  • translucent_backscattering_exponent (float): [Read-Write] Translucent Backscattering Exponent: Controls how diffuse the material’s backscattering is when using the MSM_Subsurface shading model. Larger exponents give a less diffuse look (smaller, brighter backscattering highlight). This is only used when the object is casting a volumetric translucent shadow from a directional light.

  • translucent_multiple_scattering_extinction (LinearColor): [Read-Write] Translucent Multiple Scattering Extinction: Colored extinction factor used to approximate multiple scattering in dense volumes. This is only used when the object is casting a volumetric translucent shadow.

  • translucent_self_shadow_density_scale (float): [Read-Write] Translucent Self Shadow Density Scale: Scale used to make translucent self-shadowing more or less opaque than the material’s shadow on other objects. This is only used when the object is casting a volumetric translucent shadow.

  • translucent_self_shadow_second_density_scale (float): [Read-Write] Translucent Self Shadow Second Density Scale: Used to make a second self shadow gradient, to add interesting shading in the shadow of the first.

  • translucent_self_shadow_second_opacity (float): [Read-Write] Translucent Self Shadow Second Opacity: Controls the strength of the second self shadow gradient.

  • translucent_shadow_density_scale (float): [Read-Write] Translucent Shadow Density Scale: Scale used to make translucent shadows more or less opaque than the material’s actual opacity.

  • translucent_shadow_start_offset (float): [Read-Write] Translucent Shadow Start Offset: Local space distance to bias the translucent shadow. Positive values move the shadow away from the light.

  • two_sided (bool): [Read-Write] Two Sided: Indicates that the material should be rendered without backface culling and the normal should be flipped for backfaces.

  • use_alpha_to_coverage (bool): [Read-Write] Use Alpha to Coverage: Use alpha to coverage for masked material on mobile, make sure MSAA is enabled as well.

  • use_emissive_for_dynamic_area_lighting (bool): [Read-Write] Use Emissive for Dynamic Area Lighting: If enabled, the material’s emissive colour is injected into the LightPropagationVolume

  • use_hq_forward_reflections (bool): [Read-Write] Use HQForward Reflections: * Forward renderer: enables multiple parallax-corrected reflection captures that blend together. * Mobile renderer: blend between nearest 3 reflection captures, but reduces the number of samplers available to the material as two more samplers will be used for reflection cubemaps.

  • use_lightmap_directionality (bool): [Read-Write] Use Lightmap Directionality: Use lightmap directionality and per pixel normals. If disabled, lighting from lightmaps will be flat but cheaper.

  • use_material_attributes (bool): [Read-Write] Use Material Attributes: when true, the material attributes pin is used instead of the regular pins.

  • use_planar_forward_reflections (bool): [Read-Write] Use Planar Forward Reflections: Enables planar reflection when using the forward renderer or mobile. Enabling this setting reduces the number of samplers available to the material as one more sampler will be used for the planar reflection.

  • use_translucency_vertex_fog (bool): [Read-Write] Use Translucency Vertex Fog: When true, translucent materials are fogged. Defaults to true.

  • used_shading_models (str): [Read-Only] Used Shading Models: These are the shading models present in this material. Note that all these shading models might not be used in all feature levels and quality levels.

  • used_with_beam_trails (bool): [Read-Write] Used with Beam Trails: Indicates that the material and its instances can be used with beam trails This will result in the shaders required to support beam trails being compiled which will increase shader compile time and memory usage.

  • used_with_clothing (bool): [Read-Write] Used with Clothing: Indicates that the material and its instances can be used with clothing This will result in the shaders required to support clothing being compiled which will increase shader compile time and memory usage.

  • used_with_editor_compositing (bool): [Read-Write] Used with Editor Compositing: Indicates that the material and its instances can be used with editor compositing This will result in the shaders required to support editor compositing being compiled which will increase shader compile time and memory usage.

  • used_with_geometry_cache (bool): [Read-Write] Used with Geometry Cache

  • used_with_geometry_collections (bool): [Read-Write] Used with Geometry Collections: Indicates that the material and its instances can be use with geometry collections This will result in the shaders required to support geometry collections being compiled which will increase shader compile time and memory usage.

  • used_with_hair_strands (bool): [Read-Write] Used with Hair Strands: Indicates that the material and its instances can be use with hair strands This will result in the shaders required to support hair strands geometries being compiled which will increase shader compile time and memory usage.

  • used_with_instanced_static_meshes (bool): [Read-Write] Used with Instanced Static Meshes: Indicates that the material and its instances can be used with instanced static meshes This will result in the shaders required to support instanced static meshes being compiled which will increase shader compile time and memory usage.

  • used_with_lidar_point_cloud (bool): [Read-Write] Used with Lidar Point Cloud: Indicates that the material and its instances can be use with LiDAR Point Clouds This will result in the shaders required to support LiDAR Point Cloud geometries being compiled which will increase shader compile time and memory usage.

  • used_with_mesh_particles (bool): [Read-Write] Used with Mesh Particles: Indicates that the material and its instances can be used with mesh particles This will result in the shaders required to support mesh particles being compiled which will increase shader compile time and memory usage.

  • used_with_morph_targets (bool): [Read-Write] Used with Morph Targets: Indicates that the material and its instances can be used with morph targets This will result in the shaders required to support morph targets being compiled which will increase shader compile time and memory usage.

  • used_with_nanite (bool): [Read-Write] Used with Nanite: Indicates that the material and its instances can be used with Nanite meshes. This will result in the shaders required to support Nanite geometries being compiled which will increase shader compile time and memory usage.

  • used_with_niagara_mesh_particles (bool): [Read-Write] Used with Niagara Mesh Particles

  • used_with_niagara_ribbons (bool): [Read-Write] Used with Niagara Ribbons

  • used_with_niagara_sprites (bool): [Read-Write] Used with Niagara Sprites: Indicates that the material and its instances can be used with Niagara sprites (meshes and ribbons, respectively) This will result in the shaders required to support Niagara sprites being compiled which will increase shader compile time and memory usage.

  • used_with_particle_sprites (bool): [Read-Write] Used with Particle Sprites: Indicates that the material and its instances can be used with particle sprites This will result in the shaders required to support particle sprites being compiled which will increase shader compile time and memory usage.

  • used_with_skeletal_mesh (bool): [Read-Write] Used with Skeletal Mesh: Indicates that the material and its instances can be used with skeletal meshes. This will result in the shaders required to support skeletal meshes being compiled which will increase shader compile time and memory usage.

  • used_with_spline_meshes (bool): [Read-Write] Used with Spline Meshes: Indicates that the material and its instances can be used with spline meshes This will result in the shaders required to support spline meshes being compiled which will increase shader compile time and memory usage.

  • used_with_static_lighting (bool): [Read-Write] Used with Static Lighting: Indicates that the material and its instances can be used with static lighting This will result in the shaders required to support static lighting being compiled which will increase shader compile time and memory usage.

  • used_with_virtual_heightfield_mesh (bool): [Read-Write] Used with Virtual Heightfield Mesh: Indicates that the material and its instances can be used with Virtual Heightfield Mesh. This will result in the shaders required to support Virtual Heightfield Mesh geometries being compiled which will increase shader compile time and memory usage.

  • used_with_water (bool): [Read-Write] Used with Water: Indicates that the material and its instances can be use with water This will result in the shaders required to support water meshes being compiled which will increase shader compile time and memory usage.

  • wireframe (bool): [Read-Write] Wireframe: Enables a wireframe view of the mesh the material is applied to.

  • write_only_alpha (bool): [Read-Write] Write Only Alpha: Whether the transluency pass should write its alpha, and only the alpha, into the framebuffer

property automatically_set_usage_in_editor

[Read-Only] Automatically Set Usage in Editor: Whether to automatically set usage flags based on what the material is applied to in the editor. It can be useful to disable this on a base material with many instances, where adding another usage flag accidentally (eg bUsedWithSkeletalMeshes) can add a lot of shader permutations.

Type

(bool)

property blend_mode

[Read-Only] Blend Mode: Determines how the material’s color is blended with background colors.

Type

(BlendMode)

property blendable_location

[Read-Write] Blendable Location: Where the node is inserted in the (post processing) graph, only used if domain is PostProcess

Type

(BlendableLocation)

property blendable_output_alpha

[Read-Write] Blendable Output Alpha: If this is enabled, the blendable will output alpha

Type

(bool)

property blendable_priority

[Read-Write] Blendable Priority: 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

Type

(int32)

property decal_blend_mode

[Read-Write] Decal Blend Mode deprecated: No longer used.

Type

(DecalBlendMode)

property float_precision_mode

[Read-Only] Float Precision Mode: How to use full (highp) precision in the pixel shader. highp is slower than the default (mediump) but can be used to work around precision-related rendering errors. Use ‘Full-precision for MaterialExpressions only’ if you still want to keep the precision of the halfs in .ush/.usf This setting has no effect on older mobile devices that do not support high precision.

Type

(MaterialFloatPrecisionMode)

property forward_blends_sky_light_cubemaps

[Read-Only] Forward Blends Sky Light Cubemaps: * Enables blending of sky light cubemap textures. When disabled, the secondary cubemap is only visible when the blend factor is 1.

Type

(bool)

property forward_render_use_preintegrated_gf_for_simple_ibl

[Read-Only] Forward Render Use Preintegrated GFFor Simple IBL: Forward (including mobile) renderer: use preintegrated GF lut for simple IBL, but will use one more sampler.

Type

(bool)

property fully_rough

[Read-Only] Fully Rough: Forces the material to be completely rough. Saves a number of instructions and one sampler.

Type

(bool)

property is_blendable

[Read-Write] Is Blendable: Allows blendability to be turned off, only used if domain is PostProcess

Type

(bool)

property material_decal_response

[Read-Only] Material Decal Response: Defines how the material reacts on DBuffer decals (Affects look, performance and texture/sample usage). Non DBuffer Decals can be disabled on the primitive (e.g. static mesh)

Type

(MaterialDecalResponse)

property material_domain

[Read-Only] Material Domain: The domain that the material’s attributes will be evaluated in. Certain pieces of material functionality are only valid in certain domains, for example vertex normal is only valid on a surface.

Type

(MaterialDomain)

property mobile_enable_high_quality_brdf

[Read-Only] Mobile Enable High Quality BRDF: Use the high quality brdf functions on mobile to get better visual effects but adds GPU cost.

Type

(bool)

property normal_curvature_to_roughness

[Read-Only] Normal Curvature to Roughness: Reduce roughness based on screen space normal changes.

Type

(bool)

property use_alpha_to_coverage

[Read-Only] Use Alpha to Coverage: Use alpha to coverage for masked material on mobile, make sure MSAA is enabled as well.

Type

(bool)

property use_emissive_for_dynamic_area_lighting

[Read-Write] Use Emissive for Dynamic Area Lighting: If enabled, the material’s emissive colour is injected into the LightPropagationVolume

Type

(bool)

property use_hq_forward_reflections

[Read-Only] Use HQForward Reflections: * Forward renderer: enables multiple parallax-corrected reflection captures that blend together. * Mobile renderer: blend between nearest 3 reflection captures, but reduces the number of samplers available to the material as two more samplers will be used for reflection cubemaps.

Type

(bool)

property use_lightmap_directionality

[Read-Only] Use Lightmap Directionality: Use lightmap directionality and per pixel normals. If disabled, lighting from lightmaps will be flat but cheaper.

Type

(bool)

property use_planar_forward_reflections

[Read-Only] Use Planar Forward Reflections: Enables planar reflection when using the forward renderer or mobile. Enabling this setting reduces the number of samplers available to the material as one more sampler will be used for the planar reflection.

Type

(bool)

property used_with_beam_trails

[Read-Only] Used with Beam Trails: Indicates that the material and its instances can be used with beam trails This will result in the shaders required to support beam trails being compiled which will increase shader compile time and memory usage.

Type

(bool)

property used_with_clothing

[Read-Only] Used with Clothing: Indicates that the material and its instances can be used with clothing This will result in the shaders required to support clothing being compiled which will increase shader compile time and memory usage.

Type

(bool)

property used_with_editor_compositing

[Read-Only] Used with Editor Compositing: Indicates that the material and its instances can be used with editor compositing This will result in the shaders required to support editor compositing being compiled which will increase shader compile time and memory usage.

Type

(bool)

property used_with_geometry_cache

[Read-Only] Used with Geometry Cache

Type

(bool)

property used_with_geometry_collections

[Read-Only] Used with Geometry Collections: Indicates that the material and its instances can be use with geometry collections This will result in the shaders required to support geometry collections being compiled which will increase shader compile time and memory usage.

Type

(bool)

property used_with_hair_strands

[Read-Only] Used with Hair Strands: Indicates that the material and its instances can be use with hair strands This will result in the shaders required to support hair strands geometries being compiled which will increase shader compile time and memory usage.

Type

(bool)

property used_with_instanced_static_meshes

[Read-Only] Used with Instanced Static Meshes: Indicates that the material and its instances can be used with instanced static meshes This will result in the shaders required to support instanced static meshes being compiled which will increase shader compile time and memory usage.

Type

(bool)

property used_with_lidar_point_cloud

[Read-Only] Used with Lidar Point Cloud: Indicates that the material and its instances can be use with LiDAR Point Clouds This will result in the shaders required to support LiDAR Point Cloud geometries being compiled which will increase shader compile time and memory usage.

Type

(bool)

property used_with_mesh_particles

[Read-Only] Used with Mesh Particles: Indicates that the material and its instances can be used with mesh particles This will result in the shaders required to support mesh particles being compiled which will increase shader compile time and memory usage.

Type

(bool)

property used_with_morph_targets

[Read-Only] Used with Morph Targets: Indicates that the material and its instances can be used with morph targets This will result in the shaders required to support morph targets being compiled which will increase shader compile time and memory usage.

Type

(bool)

property used_with_nanite

[Read-Only] Used with Nanite: Indicates that the material and its instances can be used with Nanite meshes. This will result in the shaders required to support Nanite geometries being compiled which will increase shader compile time and memory usage.

Type

(bool)

property used_with_niagara_mesh_particles

[Read-Only] Used with Niagara Mesh Particles

Type

(bool)

property used_with_niagara_ribbons

[Read-Only] Used with Niagara Ribbons

Type

(bool)

property used_with_niagara_sprites

[Read-Only] Used with Niagara Sprites: Indicates that the material and its instances can be used with Niagara sprites (meshes and ribbons, respectively) This will result in the shaders required to support Niagara sprites being compiled which will increase shader compile time and memory usage.

Type

(bool)

property used_with_particle_sprites

[Read-Only] Used with Particle Sprites: Indicates that the material and its instances can be used with particle sprites This will result in the shaders required to support particle sprites being compiled which will increase shader compile time and memory usage.

Type

(bool)

property used_with_skeletal_mesh

[Read-Only] Used with Skeletal Mesh: Indicates that the material and its instances can be used with skeletal meshes. This will result in the shaders required to support skeletal meshes being compiled which will increase shader compile time and memory usage.

Type

(bool)

property used_with_spline_meshes

[Read-Only] Used with Spline Meshes: Indicates that the material and its instances can be used with spline meshes This will result in the shaders required to support spline meshes being compiled which will increase shader compile time and memory usage.

Type

(bool)

property used_with_static_lighting

[Read-Only] Used with Static Lighting: Indicates that the material and its instances can be used with static lighting This will result in the shaders required to support static lighting being compiled which will increase shader compile time and memory usage.

Type

(bool)

property used_with_virtual_heightfield_mesh

[Read-Only] Used with Virtual Heightfield Mesh: Indicates that the material and its instances can be used with Virtual Heightfield Mesh. This will result in the shaders required to support Virtual Heightfield Mesh geometries being compiled which will increase shader compile time and memory usage.

Type

(bool)

property used_with_water

[Read-Only] Used with Water: Indicates that the material and its instances can be use with water This will result in the shaders required to support water meshes being compiled which will increase shader compile time and memory usage.

Type

(bool)