RemoveSurfaceMaterialName

RemoveSurfaceMaterialName

#Overview

name: RemoveSurfaceMaterialName

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:177, 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:1014

Scope (from outer to inner):

file
class        class UEngine : public UObject , public FExec

Source code excerpt:

	/** Path of the material used to indicate that the associated BSP surface should be removed. */
	UPROPERTY(globalconfig)
	FSoftObjectPath RemoveSurfaceMaterialName;

	/** Material used to visualize vertex colors as emissive */
	UPROPERTY()
	TObjectPtr<class UMaterial> VertexColorMaterial;

	/** Path of the material used to visualize vertex colors as emissive */

#Loc: <Workspace>/Engine/Source/Runtime/Engine/Private/UnrealEngine.cpp:3099

Scope (from outer to inner):

file
function     void UEngine::InitializeObjectReferences

Source code excerpt:


	// 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);
	LoadSpecialMaterial(TEXT("EmissiveMeshMaterialName"), EmissiveMeshMaterialName.ToString(), EmissiveMeshMaterial, false);
	LoadSpecialMaterial(TEXT("InvalidLightmapSettingsMaterialName"), InvalidLightmapSettingsMaterialName.ToString(), InvalidLightmapSettingsMaterial, false);
	LoadSpecialMaterial(TEXT("ArrowMaterialName"), ArrowMaterialName.ToString(), ArrowMaterial, false);