unreal.MaterialInstanceBasePropertyOverrides

class unreal.MaterialInstanceBasePropertyOverrides

Bases: unreal.StructBase

Properties from the base material that can be overridden in material instances.

C++ Source:

  • Module: Engine
  • File: MaterialInstanceBasePropertyOverrides.h

Editor Properties: (see get_editor_property/set_editor_property)

  • blend_mode (BlendMode): [Read-Write] The blend mode
  • cast_dynamic_shadow_as_masked (bool): [Read-Write] Whether the material should cast shadows as masked even though it has a translucent blend mode.
  • dithered_lod_transition (bool): [Read-Write] Whether the material should support a dithered LOD transition when used with the foliage system.
  • opacity_mask_clip_value (float): [Read-Write] If BlendMode is BLEND_Masked, the surface is not rendered where OpacityMask < OpacityMaskClipValue.
  • override_blend_mode (bool): [Read-Write] Enables override of the blend mode.
  • override_cast_dynamic_shadow_as_masked (bool): [Read-Write] Enables override of whether to shadow using masked opacity on translucent materials.
  • override_dithered_lod_transition (bool): [Read-Write] Enables override of the dithered LOD transition property.
  • override_opacity_mask_clip_value (bool): [Read-Write] Enables override of the opacity mask clip value.
  • override_shading_model (bool): [Read-Write] Enables override of the shading model.
  • override_two_sided (bool): [Read-Write] Enables override of the two sided property.
  • shading_model (MaterialShadingModel): [Read-Write] The shading model
  • two_sided (bool): [Read-Write] Indicates that the material should be rendered without backface culling and the normal should be flipped for backfaces.