LevelColorationLitMaterialName

LevelColorationLitMaterialName

#Overview

name: LevelColorationLitMaterialName

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:172, 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:974

Scope (from outer to inner):

file
class        class UEngine : public UObject , public FExec

Source code excerpt:

	/** Path of the material used for visualizing level membership in lit view port modes. */
	UPROPERTY(globalconfig)
	FString LevelColorationLitMaterialName;

	/** Material used for visualizing level membership in unlit view port modes. */
	UPROPERTY()
	TObjectPtr<class UMaterial> LevelColorationUnlitMaterial;

	/** Path of the material used for visualizing level membership in unlit view port modes. */

#Loc: <Workspace>/Engine/Source/Runtime/Engine/Private/UnrealEngine.cpp:3082

Scope (from outer to inner):

file
function     void UEngine::InitializeObjectReferences

Source code excerpt:

		// Materials that are needed in-game if debug viewmodes are allowed
		LoadSpecialMaterial(TEXT("WireframeMaterialName"), WireframeMaterialName, WireframeMaterial, true);
		LoadSpecialMaterial(TEXT("LevelColorationLitMaterialName"), LevelColorationLitMaterialName, LevelColorationLitMaterial, true);
		LoadSpecialMaterial(TEXT("LevelColorationUnlitMaterialName"), LevelColorationUnlitMaterialName, LevelColorationUnlitMaterial, true);
		LoadSpecialMaterial(TEXT("LightingTexelDensityName"), LightingTexelDensityName, LightingTexelDensityMaterial, false);
		LoadSpecialMaterial(TEXT("ShadedLevelColorationLitMaterialName"), ShadedLevelColorationLitMaterialName, ShadedLevelColorationLitMaterial, true);
		LoadSpecialMaterial(TEXT("ShadedLevelColorationUnlitMaterialName"), ShadedLevelColorationUnlitMaterialName, ShadedLevelColorationUnlitMaterial, true);
		LoadSpecialMaterial(TEXT("VertexColorMaterialName"), VertexColorMaterialName, VertexColorMaterial, false);
		LoadSpecialMaterial(TEXT("VertexColorViewModeMaterialName_ColorOnly"), VertexColorViewModeMaterialName_ColorOnly, VertexColorViewModeMaterial_ColorOnly, false);