unreal.MaterialEditorInstanceConstant

class unreal.MaterialEditorInstanceConstant(outer=None, name='None')

Bases: unreal.Object

Material Editor Instance Constant

C++ Source:

  • Module: UnrealEd
  • File: MaterialEditorInstanceConstant.h

Editor Properties: (see get_editor_property/set_editor_property)

  • base_property_overrides (MaterialInstanceBasePropertyOverrides): [Read-Write] Base Property Overrides
  • lightmass_settings (LightmassParameterizedMaterialSettings): [Read-Write] The Lightmass override settings for this object.
  • override_subsurface_profile (bool): [Read-Write] Defines if SubsurfaceProfile from tis instance is used or it uses the parent one.
  • parameter_groups (Array(EditorParameterGroup)): [Read-Write] Parameter Groups
  • parent (MaterialInterface): [Read-Write] since the Parent may point across levels and the property editor needs to import this text, it must be marked lazy so it doesn’t set itself to NULL in FindImportedObject
  • phys_material (PhysicalMaterial): [Read-Write] Physical material to use for this graphics material. Used for sounds, effects etc.
  • refraction_depth_bias (float): [Read-Write] This is the refraction depth bias, larger values offset distortion to prevent closer objects from rendering into the distorted surface at acute viewing angles but increases the disconnect between surface and where the refraction starts.
  • subsurface_profile (SubsurfaceProfile): [Read-Write] SubsurfaceProfile, for Screen Space Subsurface Scattering
  • use_old_style_mic_editor_groups (bool): [Read-Write] Should we use old style typed arrays for unassigned parameters instead of a None group (new style)?
subsurface_profile

(SubsurfaceProfile) – [Read-Only] SubsurfaceProfile, for Screen Space Subsurface Scattering