ClothPaintMaterialName

ClothPaintMaterialName

#Overview

name: ClothPaintMaterialName

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:187, 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:1085

Scope (from outer to inner):

file
class        class UEngine : public UObject , public FExec

Source code excerpt:

	/** Name of the material used to render cloth in the clothing tools */
	UPROPERTY(globalconfig)
	FSoftObjectPath ClothPaintMaterialName;

	/** Name of the material used to render cloth wireframe in the clothing tools */
	UPROPERTY(globalconfig)
	FSoftObjectPath ClothPaintMaterialWireframeName;

	/** A material used to render physical material mask on mesh. */

#Loc: <Workspace>/Engine/Source/Runtime/Engine/Private/UnrealEngine.cpp:3143

Scope (from outer to inner):

file
function     void UEngine::InitializeObjectReferences

Source code excerpt:

		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);

		ClothPaintMaterialInstance = UMaterialInstanceDynamic::Create(ClothPaintMaterial, nullptr);