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]
- INI Section:
/Script/Engine.Engine
- Raw value:
/Engine/EngineMaterials/NaniteHiddenSectionMaterial.NaniteHiddenSectionMaterial
- 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: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);