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 mode

  • 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.

  • 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 model

  • 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.