NaniteHiddenSectionMaterialName

NaniteHiddenSectionMaterialName

#Overview

name: NaniteHiddenSectionMaterialName

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:171, 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:958

Scope (from outer to inner):

file
class        class UEngine : public UObject , public FExec

Source code excerpt:

	/** Path of the material used for removing Nanite mesh sections from rasterization. */
	UPROPERTY(globalconfig)
	FString NaniteHiddenSectionMaterialName;

	/** A material used to render emissive meshes (e.g. light source surface). */
	UPROPERTY()
	TObjectPtr<class UMaterial> EmissiveMeshMaterial;

	/** Path of the default material for emissive mesh */

#Loc: <Workspace>/Engine/Source/Runtime/Engine/Private/UnrealEngine.cpp:3096

Scope (from outer to inner):

file
function     void UEngine::InitializeObjectReferences

Source code excerpt:


	// Nanite materials
	LoadSpecialMaterial(TEXT("NaniteHiddenSectionMaterialName"), NaniteHiddenSectionMaterialName, NaniteHiddenSectionMaterial, false);

	// Materials that may or may not be needed when debug viewmodes are disabled but haven't been fixed up yet
	LoadSpecialMaterial(TEXT("RemoveSurfaceMaterialName"), RemoveSurfaceMaterialName.ToString(), RemoveSurfaceMaterial, false);

	// these one's are needed both editor and standalone 
	LoadSpecialMaterial(TEXT("DebugMeshMaterialName"), DebugMeshMaterialName.ToString(), DebugMeshMaterial, false);