PreviewShadowsIndicatorMaterialName

PreviewShadowsIndicatorMaterialName

#Overview

name: PreviewShadowsIndicatorMaterialName

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:191, 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:1172

Scope (from outer to inner):

file
class        class UEngine : public UObject , public FExec

Source code excerpt:

	/** Path of the material that renders a message about preview shadows being used. */
	UPROPERTY(globalconfig, EditAnywhere, Category=DefaultMaterials, meta=(AllowedClasses="/Script/Engine.Material", DisplayName="Preview Shadows Indicator Material"))
	FSoftObjectPath PreviewShadowsIndicatorMaterialName;

	/** Material that 'fakes' lighting, used for arrows, widgets. */
	UPROPERTY()
	TObjectPtr<class UMaterial> ArrowMaterial;

	/** Arrow material instance with yellow color. */

#Loc: <Workspace>/Engine/Source/Runtime/Engine/Private/UnrealEngine.cpp:3152

Scope (from outer to inner):

file
function     void UEngine::InitializeObjectReferences

Source code excerpt:

		ClothPaintMaterialWireframeInstance = UMaterialInstanceDynamic::Create(ClothPaintMaterialWireframe, nullptr);
#endif
		FString ValidPreviewShadowsIndicatorMaterialName = PreviewShadowsIndicatorMaterialName.ToString();
		if (ValidPreviewShadowsIndicatorMaterialName.IsEmpty())
		{
			UE_LOG(LogEngine, Warning, TEXT("The default Preview Shadow Indicator material was not found. Using default Preview Shadow Indicator material instead. Please make sure to have the default Preview Shadow Indicator material set up correctly."));
			ValidPreviewShadowsIndicatorMaterialName = TEXT("/Engine/EditorMaterials/PreviewShadowIndicatorMaterial.PreviewShadowIndicatorMaterial");
		}
		LoadSpecialMaterial(TEXT("PreviewShadowsIndicatorMaterialName"), ValidPreviewShadowsIndicatorMaterialName, PreviewShadowsIndicatorMaterial, false);

		//@TODO: This should move into the editor (used in editor modes exclusively)
		if (DefaultBSPVertexTexture == NULL)
		{
			DefaultBSPVertexTexture = LoadObject<UTexture2D>(NULL, *DefaultBSPVertexTextureName.ToString(), NULL, LOAD_None, NULL);
		}