unreal.MaterialInterface

class unreal.MaterialInterface(outer: Object | None = None, name: Name | str = 'None')

Bases: Object

Material Interface

C++ Source:

  • Module: Engine

  • File: MaterialInterface.h

Editor Properties: (see get_editor_property/set_editor_property)

  • asset_import_data (AssetImportData): [Read-Write] Importing data and options used for this material

  • asset_user_data (Array[AssetUserData]): [Read-Write] Array of user data stored with the asset

  • lightmass_settings (LightmassMaterialInterfaceSettings): [Read-Write] The Lightmass settings for this object.

  • preview_mesh (SoftObjectPath): [Read-Write] The mesh used by the material editor to preview the material.

  • subsurface_profile (SubsurfaceProfile): [Read-Write] SubsurfaceProfile, for Screen Space Subsurface Scattering..

  • thumbnail_info (ThumbnailInfo): [Read-Only] Information for thumbnail rendering

get_base_material() Material

Walks up parent chain and finds the base Material that this is an instance of. Just calls the virtual GetMaterial()

Return type:

Material

get_blend_mode() BlendMode

Get Blend Mode

Return type:

BlendMode

get_nanite_overide_material() MaterialInterface

Get the associated nanite override material.

Return type:

MaterialInterface

get_parameter_info(association, parameter_name, layer_function) MaterialParameterInfo

Get Parameter Info

Parameters:
Return type:

MaterialParameterInfo

get_physical_material() PhysicalMaterial

Return a pointer to the physical material used by this material instance.

Returns:

The physical material.

Return type:

PhysicalMaterial

get_physical_material_from_map(index) PhysicalMaterial

Return a pointer to the physical material from mask map at given index.

Parameters:

index (int32) –

Returns:

The physical material.

Return type:

PhysicalMaterial

get_physical_material_mask() PhysicalMaterialMask

Return a pointer to the physical material mask used by this material instance.

Returns:

The physical material.

Return type:

PhysicalMaterialMask

set_force_mip_levels_to_be_resident(override_force_miplevels_to_be_resident, force_miplevels_to_be_resident_value, force_duration, cinematic_texture_groups=0, fast_response=False) None

Force the streaming system to disregard the normal logic for the specified duration and instead always load all mip-levels for all textures used by this material.

Parameters:
  • override_force_miplevels_to_be_resident (bool) – Whether to use (true) or ignore (false) the bForceMiplevelsToBeResidentValue parameter.

  • force_miplevels_to_be_resident_value (bool) – true forces all mips to stream in. false lets other factors decide what to do with the mips.

  • force_duration (float) – Number of seconds to keep all mip-levels in memory, disregarding the normal priority logic. Negative value turns it off.

  • cinematic_texture_groups (int32) – Bitfield indicating texture groups that should use extra high-resolution mips

  • fast_response (bool) – USE WITH EXTREME CAUTION! Fast response textures incur sizable GT overhead and disturb streaming metric calculation. Avoid whenever possible.

property subsurface_profile: SubsurfaceProfile

[Read-Only] SubsurfaceProfile, for Screen Space Subsurface Scattering..

Type:

(SubsurfaceProfile)