unreal.MaterialInstanceBasePropertyOverrides
¶
- class unreal.MaterialInstanceBasePropertyOverrides¶
Bases:
unreal.StructBase
Properties from the base material that can be overridden in material instances.
C++ Source:
Module: Engine
File: MaterialInstanceBasePropertyOverrides.h
Editor Properties: (see get_editor_property/set_editor_property)
blend_mode
(BlendMode): [Read-Write] Blend Mode: The blend modecast_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.dithered_lod_transition
(bool): [Read-Write] Dithered LODTransition: Whether the material should support a dithered LOD transition when used with the foliage system.opacity_mask_clip_value
(float): [Read-Write] Opacity Mask Clip Value: If BlendMode is BLEND_Masked, the surface is not rendered where OpacityMask < OpacityMaskClipValue.output_translucent_velocity
(bool): [Read-Write] Output Translucent Velocity: Whether the material should output velocity even though it has a translucent blend mode.override_blend_mode
(bool): [Read-Write] Override Blend Mode: Enables override of the blend mode.override_cast_dynamic_shadow_as_masked
(bool): [Read-Write] Override Cast Dynamic Shadow as Masked: Enables override of whether to shadow using masked opacity on translucent materials.override_dithered_lod_transition
(bool): [Read-Write] Override Dithered LODTransition: Enables override of the dithered LOD transition property.override_opacity_mask_clip_value
(bool): [Read-Write] Override Opacity Mask Clip Value: Enables override of the opacity mask clip value.override_output_translucent_velocity
(bool): [Read-Write] Override Output Translucent Velocity: Enables override of the output velocity property.override_shading_model
(bool): [Read-Write] Override Shading Model: Enables override of the shading model.override_two_sided
(bool): [Read-Write] Override Two Sided: Enables override of the two sided property.shading_model
(MaterialShadingModel): [Read-Write] Shading Model: The shading modeltwo_sided
(bool): [Read-Write] Two Sided: Indicates that the material should be rendered without backface culling and the normal should be flipped for backfaces.