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]

#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);