EditorBrushMaterialName

EditorBrushMaterialName

#Overview

name: EditorBrushMaterialName

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:192, 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:1301

Scope (from outer to inner):

file
class        class UEngine : public UObject , public FExec

Source code excerpt:

	/** Path of the material used to render the sides of the builder brush/volumes/etc. */
	UPROPERTY(globalconfig)
	FSoftObjectPath EditorBrushMaterialName;
#endif

	/** PhysicalMaterial to use if none is defined for a particular object. */
	UPROPERTY()
	TObjectPtr<class UPhysicalMaterial> DefaultPhysMaterial;

#Loc: <Workspace>/Engine/Source/Runtime/Engine/Private/UnrealEngine.cpp:3141

Scope (from outer to inner):

file
function     void UEngine::InitializeObjectReferences

Source code excerpt:

#if WITH_EDITORONLY_DATA
		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);