ArrowMaterialName
ArrowMaterialName
#Overview
name: ArrowMaterialName
The value of this variable can be defined or overridden in .ini config files. 1
.ini config file referencing this setting variable.
It is referenced in 2
C++ source files.
#Summary
#Setting Variables
#References In INI files
Location: <Workspace>/Engine/Config/BaseEngine.ini:200, section: [/Script/Engine.Engine]
- INI Section:
/Script/Engine.Engine
- Raw value:
/Engine/EngineMaterials/GizmoMaterial.GizmoMaterial
- Is Array:
False
#References in C++ code
#Callsites
This variable is referenced in the following C++ source code:
#Loc: <Workspace>/Engine/Source/Runtime/Engine/Classes/Engine/Engine.h:1184
Scope (from outer to inner):
file
class class UEngine : public UObject , public FExec
Source code excerpt:
/** Path of the material that 'fakes' lighting, used for arrows, widgets. */
UPROPERTY(globalconfig)
FSoftObjectPath ArrowMaterialName;
/** Color used for the lighting only render mode */
UPROPERTY(globalconfig)
FLinearColor LightingOnlyBrightness;
/** The colors used to render shader complexity. */
#Loc: <Workspace>/Engine/Source/Runtime/Engine/Private/UnrealEngine.cpp:3105
Scope (from outer to inner):
file
function void UEngine::InitializeObjectReferences
Source code excerpt:
LoadSpecialMaterial(TEXT("EmissiveMeshMaterialName"), EmissiveMeshMaterialName.ToString(), EmissiveMeshMaterial, false);
LoadSpecialMaterial(TEXT("InvalidLightmapSettingsMaterialName"), InvalidLightmapSettingsMaterialName.ToString(), InvalidLightmapSettingsMaterial, false);
LoadSpecialMaterial(TEXT("ArrowMaterialName"), ArrowMaterialName.ToString(), ArrowMaterial, false);
#if !UE_BUILD_SHIPPING || WITH_EDITORONLY_DATA
ArrowMaterialYellow = UMaterialInstanceDynamic::Create(ArrowMaterial, nullptr);
ArrowMaterialYellow->SetVectorParameterValue("GizmoColor", FLinearColor::Yellow);
LoadSpecialMaterial(TEXT("ConstraintLimitMaterialName"), TEXT("/Engine/EngineMaterials/PhAT_JointLimitMaterial.PhAT_JointLimitMaterial"), ConstraintLimitMaterial, false);