BoneWeightMaterialName

BoneWeightMaterialName

#Overview

name: BoneWeightMaterialName

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:186, 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:1071

Scope (from outer to inner):

file
class        class UEngine : public UObject , public FExec

Source code excerpt:

	/** Path of the material used to render bone weights on skeletal meshes */
	UPROPERTY(globalconfig)
	FSoftObjectPath BoneWeightMaterialName;

	/** Materials used to render cloth properties on skeletal meshes */
	UPROPERTY()
	TObjectPtr<class UMaterial> ClothPaintMaterial;
	UPROPERTY()
	TObjectPtr<class UMaterial> ClothPaintMaterialWireframe;

#Loc: <Workspace>/Engine/Source/Runtime/Engine/Private/UnrealEngine.cpp:3142

Scope (from outer to inner):

file
function     void UEngine::InitializeObjectReferences

Source code excerpt:

		LoadSpecialMaterial(TEXT("GeomMaterialName"), GeomMaterialName.ToString(), GeomMaterial, false);
		LoadSpecialMaterial(TEXT("EditorBrushMaterialName"), EditorBrushMaterialName.ToString(), EditorBrushMaterial, false);
		LoadSpecialMaterial(TEXT("BoneWeightMaterialName"), BoneWeightMaterialName.ToString(), BoneWeightMaterial, false);
		LoadSpecialMaterial(TEXT("ClothPaintMaterialName"), ClothPaintMaterialName.ToString(), ClothPaintMaterial, false);
		LoadSpecialMaterial(TEXT("ClothPaintMaterialWireframeName"), ClothPaintMaterialWireframeName.ToString(), ClothPaintMaterialWireframe, false);
		LoadSpecialMaterial(TEXT("DebugEditorMaterialName"), DebugEditorMaterialName.ToString(), DebugEditorMaterial, false);
		LoadSpecialMaterial(TEXT("PhysicalMaterialMaskMaterialName"), PhysicalMaterialMaskMaterialName.ToString(), PhysicalMaterialMaskMaterial, false);
		LoadSpecialMaterial(TEXT("TexturePaintingMaskMaterialName"), TexturePaintingMaskMaterialName.ToString(), TexturePaintingMaskMaterial, false);