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]
- INI Section:
/Script/Engine.Engine
- Raw value:
/Engine/EditorMaterials/PreviewShadowIndicatorMaterial.PreviewShadowIndicatorMaterial
- 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: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);
}