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

Bases: unreal.Object

Material Interface

C++ Source:

  • Module: Engine
  • File: MaterialInterface.h

Editor Properties: (see get_editor_property/set_editor_property)

  • asset_import_data (AssetImportData): [Read-Write] Importing data and options used for this material
  • asset_user_data (Array(AssetUserData)): [Read-Write] Array of user data stored with the asset
  • lightmass_settings (LightmassMaterialInterfaceSettings): [Read-Write] The Lightmass settings for this object.
  • preview_mesh (SoftObjectPath): [Read-Write] The mesh used by the material editor to preview the material.
  • subsurface_profile (SubsurfaceProfile): [Read-Write] SubsurfaceProfile, for Screen Space Subsurface Scattering
  • thumbnail_info (ThumbnailInfo): [Read-Only] Information for thumbnail rendering
get_base_material() → Material

Walks up parent chain and finds the base Material that this is an instance of. Just calls the virtual GetMaterial()

Return type:Material
get_physical_material() → PhysicalMaterial

Return a pointer to the physical material used by this material instance.

Returns:The physical material.
Return type:PhysicalMaterial
set_force_mip_levels_to_be_resident(override_force_miplevels_to_be_resident, force_miplevels_to_be_resident_value, force_duration, cinematic_texture_groups=0) → None

Force the streaming system to disregard the normal logic for the specified duration and instead always load all mip-levels for all textures used by this material.

  • override_force_miplevels_to_be_resident (bool) – Whether to use (true) or ignore (false) the bForceMiplevelsToBeResidentValue parameter.
  • force_miplevels_to_be_resident_value (bool) – true forces all mips to stream in. false lets other factors decide what to do with the mips.
  • force_duration (float) – Number of seconds to keep all mip-levels in memory, disregarding the normal priority logic. Negative value turns it off.
  • cinematic_texture_groups (int32) – Bitfield indicating texture groups that should use extra high-resolution mips

(SubsurfaceProfile) – [Read-Only] SubsurfaceProfile, for Screen Space Subsurface Scattering