TexturePaintingMaskMaterialName

TexturePaintingMaskMaterialName

#Overview

name: TexturePaintingMaskMaterialName

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:185, 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:1128

Scope (from outer to inner):

file
class        class UEngine : public UObject , public FExec

Source code excerpt:

	/** A material used to render the debug texture painting mask on mesh. */
	UPROPERTY(globalconfig)
	FSoftObjectPath TexturePaintingMaskMaterialName;
#endif

	/** A material used to render debug opaque material. Used in various animation editor viewport features. */
	UPROPERTY(globalconfig)
	FSoftObjectPath DebugEditorMaterialName;

#Loc: <Workspace>/Engine/Source/Runtime/Engine/Private/UnrealEngine.cpp:3147

Scope (from outer to inner):

file
function     void UEngine::InitializeObjectReferences

Source code excerpt:

		LoadSpecialMaterial(TEXT("DebugEditorMaterialName"), DebugEditorMaterialName.ToString(), DebugEditorMaterial, false);
		LoadSpecialMaterial(TEXT("PhysicalMaterialMaskMaterialName"), PhysicalMaterialMaskMaterialName.ToString(), PhysicalMaterialMaskMaterial, false);
		LoadSpecialMaterial(TEXT("TexturePaintingMaskMaterialName"), TexturePaintingMaskMaterialName.ToString(), TexturePaintingMaskMaterial, false);

		ClothPaintMaterialInstance = UMaterialInstanceDynamic::Create(ClothPaintMaterial, nullptr);
		ClothPaintMaterialWireframeInstance = UMaterialInstanceDynamic::Create(ClothPaintMaterialWireframe, nullptr);
#endif
		FString ValidPreviewShadowsIndicatorMaterialName = PreviewShadowsIndicatorMaterialName.ToString();
		if (ValidPreviewShadowsIndicatorMaterialName.IsEmpty())