WireframeMaterialName

WireframeMaterialName

#Overview

name: WireframeMaterialName

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:147, 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:932

Scope (from outer to inner):

file
class        class UEngine : public UObject , public FExec

Source code excerpt:

	/** Path of the material used to render wireframe meshes in the editor and debug tools. */
	UPROPERTY(globalconfig)
	FString WireframeMaterialName;

#if WITH_EDITORONLY_DATA
	/** A translucent material used to render things in geometry mode. */
	UPROPERTY()
	TObjectPtr<class UMaterial> GeomMaterial;

#Loc: <Workspace>/Engine/Source/Runtime/Engine/Private/UnrealEngine.cpp:3081

Scope (from outer to inner):

file
function     void UEngine::InitializeObjectReferences

Source code excerpt:

	{
		// Materials that are needed in-game if debug viewmodes are allowed
		LoadSpecialMaterial(TEXT("WireframeMaterialName"), WireframeMaterialName, WireframeMaterial, true);
		LoadSpecialMaterial(TEXT("LevelColorationLitMaterialName"), LevelColorationLitMaterialName, LevelColorationLitMaterial, true);
		LoadSpecialMaterial(TEXT("LevelColorationUnlitMaterialName"), LevelColorationUnlitMaterialName, LevelColorationUnlitMaterial, true);
		LoadSpecialMaterial(TEXT("LightingTexelDensityName"), LightingTexelDensityName, LightingTexelDensityMaterial, false);
		LoadSpecialMaterial(TEXT("ShadedLevelColorationLitMaterialName"), ShadedLevelColorationLitMaterialName, ShadedLevelColorationLitMaterial, true);
		LoadSpecialMaterial(TEXT("ShadedLevelColorationUnlitMaterialName"), ShadedLevelColorationUnlitMaterialName, ShadedLevelColorationUnlitMaterial, true);
		LoadSpecialMaterial(TEXT("VertexColorMaterialName"), VertexColorMaterialName, VertexColorMaterial, false);