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]
- INI Section:
/Script/Engine.Engine
- Raw value:
/Engine/EngineDebugMaterials/TexturePaintingMaskMaterial.TexturePaintingMaskMaterial
- 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: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())