VertexColorViewModeMaterialName_BlueOnly

VertexColorViewModeMaterialName_BlueOnly

#Overview

name: VertexColorViewModeMaterialName_BlueOnly

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:183, 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:1062

Scope (from outer to inner):

file
class        class UEngine : public UObject , public FExec

Source code excerpt:

	/** Path of the material for visualizing vertex colors on meshes in the scene (blue only) */
	UPROPERTY(globalconfig)
	FString VertexColorViewModeMaterialName_BlueOnly;

#if WITH_EDITORONLY_DATA
	/** Material used to render bone weights on skeletal meshes */
	UPROPERTY()
	TObjectPtr<class UMaterial> BoneWeightMaterial;

#Loc: <Workspace>/Engine/Source/Runtime/Engine/Private/UnrealEngine.cpp:3092

Scope (from outer to inner):

file
function     void UEngine::InitializeObjectReferences

Source code excerpt:

		LoadSpecialMaterial(TEXT("VertexColorViewModeMaterialName_RedOnly"), VertexColorViewModeMaterialName_RedOnly, VertexColorViewModeMaterial_RedOnly, false);
		LoadSpecialMaterial(TEXT("VertexColorViewModeMaterialName_GreenOnly"), VertexColorViewModeMaterialName_GreenOnly, VertexColorViewModeMaterial_GreenOnly, false);
		LoadSpecialMaterial(TEXT("VertexColorViewModeMaterialName_BlueOnly"), VertexColorViewModeMaterialName_BlueOnly, VertexColorViewModeMaterial_BlueOnly, false);
	}

	// Nanite materials
	LoadSpecialMaterial(TEXT("NaniteHiddenSectionMaterialName"), NaniteHiddenSectionMaterialName, NaniteHiddenSectionMaterial, false);

	// Materials that may or may not be needed when debug viewmodes are disabled but haven't been fixed up yet