DebugMeshMaterialName
DebugMeshMaterialName
#Overview
name: DebugMeshMaterialName
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:158, section: [/Script/Engine.Engine]
- INI Section:
/Script/Engine.Engine
- Raw value:
/Engine/EngineDebugMaterials/DebugMeshMaterial.DebugMeshMaterial
- 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:950
Scope (from outer to inner):
file
class class UEngine : public UObject , public FExec
Source code excerpt:
/** Path of the default material for debug mesh */
UPROPERTY(globalconfig)
FSoftObjectPath DebugMeshMaterialName;
/** Material used for removing Nanite mesh sections from rasterization. */
UPROPERTY()
TObjectPtr<class UMaterial> NaniteHiddenSectionMaterial;
/** Path of the material used for removing Nanite mesh sections from rasterization. */
#Loc: <Workspace>/Engine/Source/Runtime/Engine/Private/UnrealEngine.cpp:3102
Scope (from outer to inner):
file
function void UEngine::InitializeObjectReferences
Source code excerpt:
// these one's are needed both editor and standalone
LoadSpecialMaterial(TEXT("DebugMeshMaterialName"), DebugMeshMaterialName.ToString(), DebugMeshMaterial, false);
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);