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]
- INI Section:
/Script/Engine.Engine
- Raw value:
/Engine/EngineDebugMaterials/BoneWeightMaterial.BoneWeightMaterial
- 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: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);