UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
EngineTypes.h File Reference
#include "Misc/EnumClassFlags.h"
#include "UObject/ObjectMacros.h"
#include "UObject/Object.h"
#include "UObject/Class.h"
#include "Templates/SubclassOf.h"
#include "Engine/TimerHandle.h"
#include "Engine/NaniteAssemblyData.h"
#include "UObject/StrProperty.h"
#include "EngineTypes.generated.h"

Go to the source code of this file.

Classes

struct  FAttachmentTransformRules
 
struct  FDetachmentTransformRules
 
struct  FLightingChannels
 
struct  FViewLightingChannels
 
struct  FMaterialShadingModelField
 
struct  FSubstrateMaterialInfo
 
struct  TStructOpsTypeTraits< FSubstrateMaterialInfo >
 
struct  FResponseChannel
 
struct  FCollisionResponseContainer
 
struct  FCollisionEnabledMask
 
struct  FRigidBodyErrorCorrection
 
struct  FRigidBodyContactInfo
 
struct  FCollisionImpactData
 
struct  FFractureEffect
 
struct  FBasedPosition
 
struct  FRotationConversionCache
 
struct  FSubtitleCue
 
struct  FLightmassLightSettings
 
struct  FLightmassPointLightSettings
 
struct  FLightmassDirectionalLightSettings
 
struct  FLightmassPrimitiveSettings
 
struct  FLightmassDebugOptions
 
struct  FSwarmDebugOptions
 
struct  FMTDResult
 
struct  FAnimSlotDesc
 
struct  FAnimUpdateRateParameters
 
struct  FPOV
 
struct  FMeshBuildSettings
 
struct  FSkeletalMeshBuildSettings
 
struct  FMeshDisplacementMap
 
struct  FMeshNaniteSettings
 
struct  FDisplacementScaling
 
struct  FDisplacementFadeRange
 
struct  FMeshRayTracingProxySettings
 
struct  FWalkableSlopeOverride
 
struct  TIsPODType< FWalkableSlopeOverride >
 
struct  FReplicationFlags
 
struct  FConstrainComponentPropName
 
struct  FBaseComponentReference
 
struct  FComponentReference
 
struct  FSoftComponentReference
 
struct  TStructOpsTypeTraits< FSoftComponentReference >
 
class  UEngineTypes
 
struct  FComponentSocketDescription
 
struct  FCollectionReference
 
struct  FRedirector
 
struct  FDebugFloatHistory
 
struct  FDepthFieldGlowInfo
 
struct  FFontRenderInfo
 
struct  FCanvasUVTri
 
struct  TIsZeroConstructType< FCanvasUVTri >
 
struct  FUserActivity
 

Namespaces

namespace  EBrowseReturnVal
 
namespace  EAttachLocation
 
namespace  ETranslucentSortPolicy
 
namespace  EDynamicGlobalIlluminationMethod
 
namespace  EReflectionMethod
 
namespace  EShadowMapMethod
 
namespace  ECastRayTracedShadow
 
namespace  EMegaLightsShadowMethod
 
namespace  EGBufferFormat
 
namespace  EParticleCollisionMode
 
namespace  ESubstrateStorageFormat
 
namespace  ESubstrateClosureConfig
 
namespace  EWorldType
 
namespace  ECollisionEnabled
 
namespace  EAutoReceiveInput
 
namespace  EEndPlayReason
 
namespace  EPhysicalMaterialMaskColor
 
namespace  EComponentMobility
 
namespace  EComponentSocketType
 

Macros

#define NUM_LIGHTING_CHANNELS   3
 
#define SUBSTRATE_TREE_MAX_DEPTH   48
 
#define COLLISION_GIZMO   ECC_EngineTraceChannel1
 

Enumerations

enum  { NumInlinedActorComponents = 24 }
 
enum  EAspectRatioAxisConstraint : int { UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") , AspectRatio_MAX }
 
enum  EBrowseReturnVal::Type { EBrowseReturnVal::Success , EBrowseReturnVal::Failure , EBrowseReturnVal::Pending }
 
enum class  EAttachmentRule : uint8 { KeepRelative , KeepWorld , SnapToTarget }
 
enum class  EDetachmentRule : uint8 { KeepRelative , KeepWorld }
 
enum  EAttachLocation::Type : int { EAttachLocation::KeepRelativeOffset , EAttachLocation::KeepWorldPosition , EAttachLocation::UMETA =(DisplayName = "Snap to Target, Keep World Scale") , EAttachLocation::UMETA =(DisplayName = "Snap to Target, Keep World Scale") }
 
enum  ESceneDepthPriorityGroup : int { SDPG_World , SDPG_Foreground , SDPG_MAX }
 
enum  EIndirectLightingCacheQuality : int { ILCQ_Off , ILCQ_Point , ILCQ_Volume }
 
enum class  ELightmapType : uint8 { Default , ForceSurface , ForceVolumetric }
 
enum  EOcclusionCombineMode : int { OCM_Minimum , OCM_Multiply , OCM_MAX }
 
enum  EBlendMode : int {
  UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") ,
  UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") ,
  UMETA =(DisplayName="Maintain Y-Axis FOV") , BLEND_TranslucentGreyTransmittance = BLEND_Translucent UMETA(Hidden, DisplayName = "Translucent - Grey Transmittance") , BLEND_ColoredTransmittanceOnly = BLEND_Modulate UMETA(Hidden, DisplayName = "Colored Transmittance Only")
}
 
enum  EMaterialFloatPrecisionMode : int {
  UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") ,
  MFPM_MAX
}
 
enum  ESamplerSourceMode : int { UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") }
 
enum  ETextureMipValueMode : int {
  UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") ,
  TMVM_MAX
}
 
enum  ETranslucencyLightingMode : int {
  UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") ,
  UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") , TLM_MAX
}
 
enum  ERefractionMode : int {
  UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") ,
  UMETA =(DisplayName="Maintain Y-Axis FOV")
}
 
enum  ERefractionCoverageMode : int { UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") }
 
enum  EPixelDepthOffsetMode : int { UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") }
 
enum  ETranslucentSortPolicy::Type : int { ETranslucentSortPolicy::SortByDistance = 0 , ETranslucentSortPolicy::SortByProjectedZ = 1 , ETranslucentSortPolicy::SortAlongAxis = 2 }
 
enum  EDynamicGlobalIlluminationMethod::Type : int { EDynamicGlobalIlluminationMethod::None , EDynamicGlobalIlluminationMethod::Lumen , EDynamicGlobalIlluminationMethod::UMETA =(DisplayName="Screen Space (Beta)") , EDynamicGlobalIlluminationMethod::UMETA =(DisplayName="Screen Space (Beta)") }
 
enum  EReflectionMethod::Type : int { EReflectionMethod::None , EReflectionMethod::Lumen , EReflectionMethod::UMETA =(DisplayName="Screen Space") }
 
enum  EShadowMapMethod::Type : int { EShadowMapMethod::UMETA =(DisplayName = "Shadow Maps") , EShadowMapMethod::UMETA =(DisplayName = "Shadow Maps") }
 
enum  ECastRayTracedShadow::Type : int { ECastRayTracedShadow::Disabled , ECastRayTracedShadow::UseProjectSetting , ECastRayTracedShadow::Enabled }
 
enum  EMegaLightsShadowMethod::Type : int { EMegaLightsShadowMethod::Default , EMegaLightsShadowMethod::RayTracing , EMegaLightsShadowMethod::VirtualShadowMap }
 
enum  ESceneCaptureSource : int {
  UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") ,
  UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") ,
  UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") , SCS_MAX
}
 
enum  ESceneCaptureCompositeMode : int { UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") }
 
enum  EGBufferFormat::Type : int { EGBufferFormat::Force8BitsPerChannel = 0 UMETA(DisplayName = "Force 8 Bits Per Channel") , EGBufferFormat::Default = 1 , EGBufferFormat::HighPrecisionNormals = 3 , EGBufferFormat::Force16BitsPerChannel = 5 UMETA(DisplayName = "Force 16 Bits Per Channel") }
 
enum  EMobileLocalLightSetting : int { UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") }
 
enum  ETrailWidthMode : int { UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") }
 
enum  EParticleCollisionMode::Type : int { EParticleCollisionMode::UMETA =(DisplayName="Scene Depth") , EParticleCollisionMode::UMETA =(DisplayName="Scene Depth") }
 
enum  EMaterialShadingModel : int {
  UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") ,
  UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") ,
  UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") ,
  UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") , MSM_MAX
}
 
enum  ESubstrateShadingModel : int {
  SSM_Unlit , SSM_DefaultLit , SSM_ThinTranslucent , SSM_SubsurfaceMFP ,
  SSM_SubsurfaceProfile , SSM_SubsurfaceWrap , SSM_SubsurfaceThinTwoSided , SSM_VolumetricFogCloud ,
  SSM_Hair , SSM_Eye , SSM_Cloth , SSM_ClearCoat ,
  SSM_SingleLayerWater , SSM_LightFunction , SSM_PostProcess , SSM_Decal ,
  SSM_UI , SSM_NUM
}
 
enum  EMaterialSamplerType : int {
  UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") ,
  UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") ,
  UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") ,
  UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") ,
  UMETA =(DisplayName="Maintain Y-Axis FOV") , SAMPLERTYPE_MAX
}
 
enum  EMaterialStencilCompare : int {
  UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") ,
  UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") ,
  UMETA =(DisplayName="Maintain Y-Axis FOV")
}
 
enum  EMaterialShadingRate : int {
  UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") ,
  UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV")
}
 
enum  ELightingBuildQuality : int {
  UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") ,
  UMETA =(DisplayName="Maintain Y-Axis FOV")
}
 
enum  EMovementMode : int {
  UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") ,
  UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV")
}
 
enum class  ENetworkSmoothingMode : uint8 { UMETA =(DisplayName="Disabled") , UMETA =(DisplayName="Linear") , UMETA =(DisplayName="Exponential") }
 
enum  { NumExtraFilterBits = 6 }
 
enum  ECollisionChannel : int {
  UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") ,
  UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") ,
  UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") ,
  UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") ,
  UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") ,
  UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") ,
  UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") ,
  UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") ,
  UMETA =(DisplayName="Maintain Y-Axis FOV") , ECC_MAX
}
 
enum  EOverlapFilterOption : int { UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") }
 
enum  EObjectTypeQuery : int {
  UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") ,
  UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") ,
  UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") ,
  UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") ,
  UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") ,
  UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") ,
  UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") ,
  UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") ,
  UMETA =(DisplayName="Maintain Y-Axis FOV")
}
 
enum  ETraceTypeQuery : int {
  UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") ,
  UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") ,
  UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") ,
  UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") ,
  UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") ,
  UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") ,
  UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") ,
  UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") ,
  UMETA =(DisplayName="Maintain Y-Axis FOV")
}
 
enum  ECollisionResponse : int { UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") , ECR_MAX }
 
enum  EFilterInterpolationType : int {
  UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") ,
  UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") , BSIT_MAX
}
 
enum  EWorldType::Type {
  EWorldType::None , EWorldType::Game , EWorldType::Editor , EWorldType::PIE ,
  EWorldType::EditorPreview , EWorldType::GamePreview , EWorldType::GameRPC , EWorldType::Inactive
}
 
enum class  EFlushLevelStreamingType : uint8 { None , Full , Visibility }
 
enum  ETimelineSigType : int {
  ETS_EventSignature , ETS_FloatSignature , ETS_VectorSignature , ETS_LinearColorSignature ,
  ETS_InvalidSignature , ETS_MAX
}
 
enum  ECollisionEnabled::Type : int {
  ECollisionEnabled::UMETA =(DisplayName="No Collision") , ECollisionEnabled::UMETA =(DisplayName="No Collision") , ECollisionEnabled::UMETA =(DisplayName="No Collision") , ECollisionEnabled::UMETA =(DisplayName="No Collision") ,
  ECollisionEnabled::UMETA =(DisplayName="No Collision") , ECollisionEnabled::UMETA =(DisplayName="No Collision")
}
 
enum class  ESleepEvent : uint8 { SET_Wakeup , SET_Sleep }
 
enum  ELightMapPaddingType : int { LMPT_NormalPadding , LMPT_PrePadding , LMPT_NoPadding }
 
enum  EShadowMapFlags : int { SMF_None = 0 , SMF_Streamed = 0x00000001 }
 
enum class  ETeleportType : uint8 { None , TeleportPhysics , ResetPhysics }
 
enum class  EUpdateRateShiftBucket : uint8 {
  ShiftBucket0 = 0 , ShiftBucket1 , ShiftBucket2 , ShiftBucket3 ,
  ShiftBucket4 , ShiftBucket5 , ShiftBucketMax
}
 
enum class  ENaniteGenerateFallback : uint8 { PlatformDefault , Enabled }
 
enum class  ENaniteFallbackTarget : uint8 { Auto , PercentTriangles , RelativeError }
 
enum class  ENaniteShapePreservation : uint8 { None , PreserveArea , Voxelize }
 
enum  ENetRole : int {
  UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") ,
  UMETA =(DisplayName="Maintain Y-Axis FOV")
}
 
enum  ENetDormancy : int {
  UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") ,
  UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV")
}
 
enum class  EPhysicsReplicationMode : uint8 { UMETA =(DisplayName = "Default") , UMETA =(DisplayName = "Predictive Interpolation (WIP)") , UMETA =(DisplayName = "Resimulation (WIP)") }
 
enum  EAutoReceiveInput::Type : int {
  EAutoReceiveInput::Disabled , EAutoReceiveInput::Player0 , EAutoReceiveInput::Player1 , EAutoReceiveInput::Player2 ,
  EAutoReceiveInput::Player3 , EAutoReceiveInput::Player4 , EAutoReceiveInput::Player5 , EAutoReceiveInput::Player6 ,
  EAutoReceiveInput::Player7
}
 
enum class  EAutoPossessAI : uint8 { Disabled , PlacedInWorld , Spawned , PlacedInWorldOrSpawned }
 
enum  EEndPlayReason::Type : int {
  EEndPlayReason::Destroyed , EEndPlayReason::LevelTransition , EEndPlayReason::EndPlayInEditor , EEndPlayReason::RemovedFromWorld ,
  EEndPlayReason::Quit
}
 
enum  EWalkableSlopeBehavior : int {
  UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") , UMETA =(DisplayName="Maintain Y-Axis FOV") ,
  UMETA =(DisplayName="Maintain Y-Axis FOV")
}
 
enum  EPhysicalMaterialMaskColor::Type : int {
  EPhysicalMaterialMaskColor::Red , EPhysicalMaterialMaskColor::Green , EPhysicalMaterialMaskColor::Blue , EPhysicalMaterialMaskColor::Cyan ,
  EPhysicalMaterialMaskColor::Magenta , EPhysicalMaterialMaskColor::Yellow , EPhysicalMaterialMaskColor::White , EPhysicalMaterialMaskColor::Black ,
  EPhysicalMaterialMaskColor::MAX
}
 
enum  EComponentMobility::Type : int { EComponentMobility::Static , EComponentMobility::Stationary , EComponentMobility::Movable }
 
enum  EComponentSocketType::Type : int { EComponentSocketType::Invalid , EComponentSocketType::Bone , EComponentSocketType::Socket }
 
enum class  ESpawnActorCollisionHandlingMethod : uint8 {
  UMETA =(DisplayName = "Default") , UMETA =(DisplayName = "Always Spawn, Ignore Collisions") , UMETA =(DisplayName = "Try To Adjust Location, But Always Spawn") , UMETA =(DisplayName = "Try To Adjust Location, Don't Spawn If Still Colliding") ,
  UMETA =(DisplayName = "Do Not Spawn")
}
 
enum class  EUserActivityContext : uint8 { Game , Editor , Other }
 
enum class  EMeshBufferAccess : uint8 { Default , ForceCPUAndGPU }
 
enum class  ELevelCollectionType : uint8 { DynamicSourceLevels , DynamicDuplicatedLevels , StaticLevels , MAX }
 
enum class  EPackageAutoSaveType : uint8 { None = 0 , Transient = 1 << 0 , Persistent = 1 << 1 , Any = Transient | Persistent }
 

Functions

uint8 GetLightingChannelMaskForStruct (FLightingChannels Value)
 
uint8 GetDefaultLightingChannelMask ()
 
int32 GetFirstLightingChannelFromMask (uint8 Mask)
 
bool IsVirtualSamplerType (EMaterialSamplerType Value)
 
 DECLARE_DELEGATE_OneParam (FOnConstraintBroken, int32)
 
 DECLARE_DELEGATE_ThreeParams (FOnConstraintViolated, int32, float, float)
 
 DECLARE_DELEGATE_OneParam (FOnPlasticDeformation, int32)
 
ENGINE_API const TCHARLexToString (const EWorldType::Type Value)
 
FCollisionEnabledMask ENGINE_API operator& (const ECollisionEnabled::Type A, const ECollisionEnabled::Type B)
 
FCollisionEnabledMask ENGINE_API operator& (const ECollisionEnabled::Type A, const FCollisionEnabledMask B)
 
FCollisionEnabledMask ENGINE_API operator| (const ECollisionEnabled::Type A, const ECollisionEnabled::Type B)
 
FCollisionEnabledMask ENGINE_API operator| (const ECollisionEnabled::Type A, const FCollisionEnabledMask B)
 
bool CollisionEnabledHasPhysics (ECollisionEnabled::Type CollisionEnabled)
 
bool CollisionEnabledHasQuery (ECollisionEnabled::Type CollisionEnabled)
 
bool CollisionEnabledHasProbe (ECollisionEnabled::Type CollisionEnabled)
 
ECollisionEnabled::Type CollisionEnabledIntersection (ECollisionEnabled::Type CollisionEnabledA, ECollisionEnabled::Type CollisionEnabledB)
 
ECollisionEnabled::Type CollisionEnabledFromFlags (const bool bQuery, const bool bPhysics, const bool bProbe)
 
void CollisionEnabledToFlags (const ECollisionEnabled::Type CollisionEnabled, bool &bQuery, bool &bPhysics, bool &bProbe)
 
ETeleportType TeleportFlagToEnum (bool bTeleport)
 
bool TeleportEnumToFlag (ETeleportType Teleport)
 
uint32 GetTypeHash (const FBaseComponentReference &Reference)
 
 DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam (FConstraintBrokenSignature, int32, ConstraintIndex)
 
 DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam (FPlasticDeformationEventSignature, int32, ConstraintIndex)
 
 ENUM_CLASS_FLAGS (EPackageAutoSaveType)
 

Macro Definition Documentation

◆ COLLISION_GIZMO

#define COLLISION_GIZMO   ECC_EngineTraceChannel1

◆ NUM_LIGHTING_CHANNELS

#define NUM_LIGHTING_CHANNELS   3

Maximum number of custom lighting channels

◆ SUBSTRATE_TREE_MAX_DEPTH

#define SUBSTRATE_TREE_MAX_DEPTH   48

Enumeration Type Documentation

◆ anonymous enum

Default number of components to expect in TInlineAllocators used with AActor component arrays. Used by engine code to try to avoid allocations in AActor::GetComponents(), among others.

Enumerator
NumInlinedActorComponents 

◆ anonymous enum

Enumerator
NumExtraFilterBits 

◆ EAspectRatioAxisConstraint

Enum describing how to constrain perspective view port FOV

Enumerator
UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

AspectRatio_MAX 

◆ EAttachmentRule

enum class EAttachmentRule : uint8
strong

Rules for attaching components - needs to be kept synced to EDetachmentRule

Enumerator
KeepRelative 

Keeps current relative transform as the relative transform to the new parent.

KeepWorld 

Automatically calculates the relative transform such that the attached component maintains the same world transform.

SnapToTarget 

Snaps transform to the attach point

◆ EAutoPossessAI

enum class EAutoPossessAI : uint8
strong

Specifies if an AI pawn will automatically be possessed by an AI controller

Enumerator
Disabled 

Feature is disabled (do not automatically possess AI).

PlacedInWorld 

Only possess by an AI Controller if Pawn is placed in the world.

Spawned 

Only possess by an AI Controller if Pawn is spawned after the world has loaded.

PlacedInWorldOrSpawned 

Pawn is automatically possessed by an AI Controller whenever it is created.

◆ EBlendMode

The blending mode for materials

Warning
This is mirrored in Lightmass, be sure to update the blend mode structure and logic there if this changes.
Check UMaterialInstance::Serialize if changed!!
Enumerator
UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

BLEND_TranslucentGreyTransmittance 
BLEND_ColoredTransmittanceOnly 

◆ ECollisionChannel

Enum indicating different type of objects for rigid-body collision purposes.

Enumerator
UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

ECC_MAX 

◆ ECollisionResponse

Enum indicating how each type should respond

Enumerator
UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

ECR_MAX 

◆ EDetachmentRule

enum class EDetachmentRule : uint8
strong

Rules for detaching components - needs to be kept synced to EAttachmentRule

Enumerator
KeepRelative 

Keeps current relative transform.

KeepWorld 

Automatically calculates the relative transform such that the detached component maintains the same world transform.

◆ EFilterInterpolationType

Interpolation method used by animation blending

Enumerator
UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

BSIT_MAX 

◆ EFlushLevelStreamingType

Describes what parts of level streaming should be forcibly handled immediately

Enumerator
None 

Do not flush state on change

Full 

Allow multiple load requests

Visibility 

Flush visibility only, do not allow load requests, flushes async loading as well

◆ EIndirectLightingCacheQuality

Quality of indirect lighting for Movable primitives. This has a large effect on Indirect Lighting Cache update time.

Enumerator
ILCQ_Off 

The indirect lighting cache will be disabled for this object, so no GI from stationary lights on movable objects.

ILCQ_Point 

A single indirect lighting sample computed at the bounds origin will be interpolated which fades over time to newer results.

ILCQ_Volume 

The object will get a 5x5x5 stable volume of interpolated indirect lighting, which allows gradients of lighting intensity across the receiving object.

◆ ELevelCollectionType

Indicates the type of a level collection, used in FLevelCollection.

Enumerator
DynamicSourceLevels 

The dynamic levels that are used for normal gameplay and the source for any duplicated collections. Will contain a world's persistent level and any streaming levels that contain dynamic or replicated gameplay actors. This collection will always exist for gameplay and editor worlds.

DynamicDuplicatedLevels 

Gameplay relevant levels that have been duplicated from DynamicSourceLevels if requested by the game. This collection only exists if levels have actually been duplicated.

StaticLevels 

These levels are shared between the source levels and the duplicated levels, and should contain only static geometry and other visuals that are not replicated or affected by gameplay. These will not be duplicated in order to save memory. If s.World.CreateStaticLevelCollection is 0, this will not be created and static levels will be treated as dynamic.

MAX 

◆ ELightingBuildQuality

Lighting build quality enumeration

Enumerator
UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

◆ ELightMapPaddingType

Method for padding a light map in memory

Enumerator
LMPT_NormalPadding 
LMPT_PrePadding 
LMPT_NoPadding 

◆ ELightmapType

enum class ELightmapType : uint8
strong

Type of lightmap that is used for primitive components

Enumerator
Default 

Use the default based on Mobility: Surface Lightmap for Static components, Volumetric Lightmap for Movable components.

ForceSurface 

Force Surface Lightmap, even if the component moves, which should otherwise change the lighting. This is only supported on components which support surface lightmaps, like static meshes.

ForceVolumetric 

Force Volumetric Lightmaps, even if the component is static and could have supported surface lightmaps. Volumetric Lightmaps have better directionality and no Lightmap UV seams, but are much lower resolution than Surface Lightmaps and frequently have self-occlusion and leaking problems. Note: Lightmass currently requires valid lightmap UVs and sufficient lightmap resolution to compute bounce lighting, even though the Volumetric Lightmap will be used at runtime.

◆ EMaterialFloatPrecisionMode

The default float precision for material's pixel shaders on mobile devices

Enumerator
UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

MFPM_MAX 

◆ EMaterialSamplerType

Describes how textures are sampled for materials

Enumerator
UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

SAMPLERTYPE_MAX 

◆ EMaterialShadingModel

Specifies the overal rendering/shading model for a material

Warning
Check UMaterialInstance::Serialize if changed!
Enumerator
UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

MSM_MAX 

◆ EMaterialShadingRate

Enumerator
UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

◆ EMaterialStencilCompare

Enumerator
UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

◆ EMeshBufferAccess

enum class EMeshBufferAccess : uint8
strong

Which processors will have access to Mesh Vertex Buffers.

Enumerator
Default 

Access will be determined based on the assets used in the mesh and hardware / software capability.

ForceCPUAndGPU 

Force access on both CPU and GPU.

◆ EMobileLocalLightSetting

Enumerates available MobileLocalLightSetting.

Warning
When this enum is updated please update CVarMobileForwardEnableLocalLights comments
Enumerator
UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

◆ EMovementMode

Movement modes for Characters.

Enumerator
UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

◆ ENaniteFallbackTarget

Enumerator
Auto 

Automatic heuristic based on project settings.

PercentTriangles 

Percentage of triangles to keep from source mesh for fallback.

RelativeError 

Reduce until the specified error is reached relative to size of the mesh

◆ ENaniteGenerateFallback

Enumerator
PlatformDefault 

Use platform setting.

Enabled 

Generate Nanite fallback regardless of platform setting.

◆ ENaniteShapePreservation

Technique for a Nanite mesh to use to ensure its shape is preserved at a distance

Enumerator
None 

Do not attempt to preserve the object's shape in the distance.

PreserveArea 

Try to maintain the same surface area at all distances (Legacy foliage technique).

Voxelize 

Simplify triangles to voxels in the distance to preserve the perceived volume of the object. Useful for foliage that thins out otherwise.

◆ ENetDormancy

Describes if an actor can enter a low network bandwidth dormant mode

Enumerator
UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

◆ ENetRole

enum ENetRole : int

The network role of an actor on a local/remote network context

Enumerator
UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

◆ ENetworkSmoothingMode

Smoothing approach used by network interpolation for Characters.

Enumerator
UMETA 

No smoothing, only change position as network position updates are received.

UMETA 

Linear interpolation from source to target.

UMETA 

Exponential. Faster as you are further from target.

◆ EObjectTypeQuery

Specifies custom collision object types, overridable per game

Enumerator
UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

◆ EOcclusionCombineMode

Controls how occlusion from Distance Field Ambient Occlusion is combined with Screen Space Ambient Occlusion.

Enumerator
OCM_Minimum 

Take the minimum occlusion value. This is effective for avoiding over-occlusion from multiple methods, but can result in indoors looking too flat.

OCM_Multiply 

Multiply together occlusion values from Distance Field Ambient Occlusion and Screen Space Ambient Occlusion.
This gives a good sense of depth everywhere, but can cause over-occlusion. SSAO should be tweaked to be less strong compared to Minimum.

OCM_MAX 

◆ EOverlapFilterOption

Specifies what types of objects to return from an overlap physics query

Warning
If you change this, change GetCollisionChannelFromOverlapFilter() to match
Enumerator
UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

◆ EPackageAutoSaveType

Enumerator
None 

No auto-save is happening

Transient 

The auto-save is happening to a transient directory (eg, the Saved/Autosaves directory) and doesn't directly replace the persistent project content

Persistent 

The auto-save is happening directly to the persistent project content, though a backup may still be made in a transient directory

Any 

The auto-save is happening for any reason

◆ EPhysicsReplicationMode

Enumerator
UMETA 

Default physics replication.

UMETA 

Work In Progress. Physics replication performing velocity interpolation. Recommendation: Set on actors with a local role of ENetRole::ROLE_SimulatedProxy. Designed to handle local predictive interactions with other actors, especially actors of the local role ENetRole::ROLE_AutonomousProxy.

UMETA 

Work In Progress. Forward predicted replication by simulating physics and correcting errors through resimulating physics from a correct state in the past. Recommendation: Set on actors with a local role of ENetRole::ROLE_AutonomousProxy. Can be used for both ROLE_AutonomousProxy and ROLE_SimulatedProxy, though not recommended for ROLE_SimulatedProxy due to CPU performance. Available when Project Settings > Physics Prediction is enabled.

◆ EPixelDepthOffsetMode

Determines how the pixel depth offset is evaluated and applied. Must match PODM_LEGACY in MaterialTemplace.ush.

Enumerator
UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

◆ ERefractionCoverageMode

Determines how the refraction account for the coverage with Substrate. It can only be used when Substrate is enabled.

Enumerator
UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

◆ ERefractionMode

Determines how the refraction offset should be computed for the material.

Enumerator
UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

◆ ESamplerSourceMode

Controls where the sampler for different texture lookups comes from

Enumerator
UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

◆ ESceneCaptureCompositeMode

Specifies how scene captures are composited into render buffers

Enumerator
UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

◆ ESceneCaptureSource

Specifies which component of the scene rendering should be output to the final render target.

Enumerator
UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

SCS_MAX 

◆ ESceneDepthPriorityGroup

A priority for sorting scene elements by depth. Elements with higher priority occlude elements with lower priority, disregarding distance.

Enumerator
SDPG_World 

World scene DPG.

SDPG_Foreground 

Foreground scene DPG.

SDPG_MAX 

◆ EShadowMapFlags

Bit-field flags that affects storage (e.g. packing, streaming) and other info about a shadowmap.

Enumerator
SMF_None 

No flags.

SMF_Streamed 

Shadowmap should be placed in a streaming texture.

◆ ESleepEvent

enum class ESleepEvent : uint8
strong

Describes type of wake/sleep event sent to the physics system

Enumerator
SET_Wakeup 
SET_Sleep 

◆ ESpawnActorCollisionHandlingMethod

Defines available strategies for handling the case where an actor is spawned in such a way that it penetrates blocking collision.

Enumerator
UMETA 

Fall back to default settings.

UMETA 

Actor will spawn in desired location, regardless of collisions.

UMETA 

Actor will try to find a nearby non-colliding location (based on shape components), but will always spawn even if one cannot be found.

UMETA 

Actor will try to find a nearby non-colliding location (based on shape components), but will NOT spawn unless one is found.

UMETA 

Actor will fail to spawn.

◆ ESubstrateShadingModel

Specifies the Substrate runtime shading model summarized from the material graph Not exposed in UI, only used in code. Those states are deducted from the material graph and map to a specific domain/shading state.

Enumerator
SSM_Unlit 
SSM_DefaultLit 
SSM_ThinTranslucent 
SSM_SubsurfaceMFP 
SSM_SubsurfaceProfile 
SSM_SubsurfaceWrap 
SSM_SubsurfaceThinTwoSided 
SSM_VolumetricFogCloud 
SSM_Hair 
SSM_Eye 
SSM_Cloth 
SSM_ClearCoat 
SSM_SingleLayerWater 
SSM_LightFunction 
SSM_PostProcess 
SSM_Decal 
SSM_UI 
SSM_NUM 

Number of unique shading models.

◆ ETeleportType

enum class ETeleportType : uint8
strong

Whether to teleport physics body or not

Enumerator
None 

Do not teleport physics body. This means velocity will reflect the movement between initial and final position, and collisions along the way will occur

TeleportPhysics 

Teleport physics body so that velocity remains the same and no collision occurs

ResetPhysics 

Teleport physics body and reset physics state completely

◆ ETextureMipValueMode

defines how MipValue is used

Enumerator
UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

TMVM_MAX 

◆ ETimelineSigType

Enum used to indicate what type of timeline signature a function matches.

Enumerator
ETS_EventSignature 
ETS_FloatSignature 
ETS_VectorSignature 
ETS_LinearColorSignature 
ETS_InvalidSignature 
ETS_MAX 

◆ ETraceTypeQuery

Specifies custom collision trace types, overridable per game

Enumerator
UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

◆ ETrailWidthMode

Controls the way that the width scale property affects animation trails.

Enumerator
UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

◆ ETranslucencyLightingMode

Describes how to handle lighting of translucent objets

Enumerator
UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

TLM_MAX 

◆ EUpdateRateShiftBucket

Enum for controlling buckets for update rate optimizations if we need to stagger Multiple actor populations separately.

Enumerator
ShiftBucket0 
ShiftBucket1 
ShiftBucket2 
ShiftBucket3 
ShiftBucket4 
ShiftBucket5 
ShiftBucketMax 

◆ EUserActivityContext

Defines the context of a user activity. Activities triggered in Blueprints will by type Game. Those created in code might choose to set another type.

Enumerator
Game 

Event triggered from gameplay, such as from blueprints

Editor 

Event triggered from the editor UI

Other 

Event triggered from some other source

◆ EWalkableSlopeBehavior

Controls behavior of WalkableSlopeOverride, determining how to affect walkability of surfaces for Characters.

See also
FWalkableSlopeOverride
UCharacterMovementComponent::GetWalkableFloorAngle(), UCharacterMovementComponent::SetWalkableFloorAngle()
Enumerator
UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

UMETA 

Uses project based precision mode setting

Force full-precision for MaterialFloat only, no effect on shader codes in .ush/.usf

All the floats are full-precision

Half precision, except explict 'float' in .ush/.usf

Get the sampler from the texture. Every unique texture will consume a sampler slot, which are limited in number.

Shared sampler source that does not consume a sampler slot. Uses wrap addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot. Uses clamp addressing and gets filter mode from the world texture group.

Shared sampler source that does not consume a sampler slot, used to sample the terrain weightmap. Gets filter mode from the terrain weightmap texture group.

Lighting will be calculated for a volume, without directionality. Use this on particle effects like smoke and dust. This is the cheapest per-pixel lighting method, however the material normal is not taken into account.

Lighting will be calculated for a volume, with directionality so that the normal of the material is taken into account. Note that the default particle tangent space is facing the camera, so enable bGenerateSphericalParticleNormals to get a more useful tangent space.

Same as Volumetric Non Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Same as Volumetric Directional, but lighting is only evaluated at vertices so the pixel shader cost is significantly less. Note that lighting still comes from a volume texture, so it is limited in range. Directional lights become unshadowed in the distance.

Lighting will be calculated for a surface. The light is accumulated in a volume so the result is blurry, limited distance but the per pixel cost is very low. Use this on translucent surfaces like glass and water. Only diffuse lighting is supported.

Lighting will be calculated for a surface. Use this on translucent surfaces like glass and water. This is implemented with forward shading so specular highlights from local lights are supported, however many deferred-only features are not. This is the most expensive translucency lighting method as each light's contribution is computed per-pixel.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the Refraction material input.
The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

By default, when the root node refraction pin is unplugged, no refraction will appear. The refraction offset into Scene Color is computed based on the difference between the per-pixel normal and the per-vertex normal.
With this mode, a material whose normal is the default (0, 0, 1) will never cause any refraction. This mode is only valid with tangent space normals. The refraction material input scales the offset, although a value of 1.0 maps to no refraction, and a value of 2 maps to a scale of 1.0 on the offset. This is a non-physical model of refraction but is useful on large refractive surfaces like water, since offsets have to stay small to avoid reading outside scene color.

By default, when the root node refraction pin is unplugged, no refraction will appear. Explicit 2D screen offset. This offset is independent of screen resolution and aspect ratio. The user is in charge of any strength and fading.

Refraction is disabled.

Refraction is computed based on the camera vector entering a medium whose index of refraction is defined by the material IOR evaluated from F0. The new medium's surface is defined by the material's normal. With this mode, a flat plane seen from the side will have a constant refraction offset. This is a physical model of refraction but causes reading outside the scene color texture so is a poor fit for large refractive surfaces like water.

This is the pre-Substrate behavior: coverage is ignored and always 1. When rough refraction is disabled, this is behavior is forced ON.

This is a new behavior available with Substrate when rough refraction are enabled: account for roughness, coverage and depth. This is a more physically based behavior: the background scene will be visible untouched according to (1-coverage), while the blurred version will be visible according to coverage.

This is the legacy mode where PDO is applied differently for Depth (along View Forward) and world position (along Camera Vector).

PDO is applied along the Camera Vector for Depth and World Position altogether.

Number of unique shading models.

Shading model will be determined by the Material Expression Graph, by utilizing the 'Shading Model' MaterialAttribute output pin.

None (movement is disabled).

Walking on a surface.

Simplified walking on navigation data (e.g. navmesh). If GetGenerateOverlapEvents() is true, then we will perform sweeps with each navmesh move. If GetGenerateOverlapEvents() is false then movement is cheaper but characters can overlap other objects without some extra process to repel/resolve their collisions.

Falling under the effects of gravity, such as after jumping or walking off the edge of a surface.

Swimming through a fluid volume, under the effects of gravity and buoyancy.

Flying, ignoring the effects of gravity. Affected by the current physics volume's fluid friction.

User-defined custom movement mode, including many possible sub-modes.

Reserved for gizmo collision

Add new serializeable channels above here (i.e. entries that exist in FCollisionResponseContainer) Add only nonserialized/transient flags below

Returns both overlaps with both dynamic and static components

returns only overlaps with dynamic actors (far fewer results in practice, much more efficient)

returns only overlaps with static actors (fewer results, more efficient)

No role at all.

Locally simulated proxy of this actor.

Locally autonomous proxy of this actor.

Authoritative control over the actor.

This actor can never go network dormant.

This actor can go dormant, but is not currently dormant. Game code will tell it when it go dormant.

This actor wants to go fully dormant for all connections.

This actor may want to go dormant for some connections, GetNetDormancy() will be called to find out which.

This actor is initially dormant for all connection if it was placed in map.

Don't affect the walkable slope. Walkable slope angle will be ignored.

Increase walkable slope. Makes it easier to walk up a surface, by allowing traversal over higher-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles.

See also
FWalkableSlopeOverride::WalkableSlopeAngle

Make surface unwalkable. Note: WalkableSlopeAngle will be ignored.

Function Documentation

◆ CollisionEnabledFromFlags()

ECollisionEnabled::Type CollisionEnabledFromFlags ( const bool  bQuery,
const bool  bPhysics,
const bool  bProbe 
)
inline

Convert a set of three bools into an ECollisionEnabled

◆ CollisionEnabledHasPhysics()

bool CollisionEnabledHasPhysics ( ECollisionEnabled::Type  CollisionEnabled)
inline

◆ CollisionEnabledHasProbe()

bool CollisionEnabledHasProbe ( ECollisionEnabled::Type  CollisionEnabled)
inline

◆ CollisionEnabledHasQuery()

bool CollisionEnabledHasQuery ( ECollisionEnabled::Type  CollisionEnabled)
inline

◆ CollisionEnabledIntersection()

ECollisionEnabled::Type CollisionEnabledIntersection ( ECollisionEnabled::Type  CollisionEnabledA,
ECollisionEnabled::Type  CollisionEnabledB 
)
inline

◆ CollisionEnabledToFlags()

void CollisionEnabledToFlags ( const ECollisionEnabled::Type  CollisionEnabled,
bool bQuery,
bool bPhysics,
bool bProbe 
)
inline

Convert an ECollisionEnabled enum into a set of three bools

◆ DECLARE_DELEGATE_OneParam() [1/2]

DECLARE_DELEGATE_OneParam ( FOnConstraintBroken  ,
int32   
)

◆ DECLARE_DELEGATE_OneParam() [2/2]

DECLARE_DELEGATE_OneParam ( FOnPlasticDeformation  ,
int32   
)

◆ DECLARE_DELEGATE_ThreeParams()

DECLARE_DELEGATE_ThreeParams ( FOnConstraintViolated  ,
int32  ,
float  ,
float   
)

◆ DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam() [1/2]

DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam ( FConstraintBrokenSignature  ,
int32  ,
ConstraintIndex   
)

Dynamic delegate to use by components that want to route the broken-event into blueprints

◆ DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam() [2/2]

DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam ( FPlasticDeformationEventSignature  ,
int32  ,
ConstraintIndex   
)

Dynamic delegate to use by components that want to route the pasticity deformation event into blueprints

◆ ENUM_CLASS_FLAGS()

ENUM_CLASS_FLAGS ( EPackageAutoSaveType  )

◆ GetDefaultLightingChannelMask()

uint8 GetDefaultLightingChannelMask ( )
inline

Returns mask for only channel 0

◆ GetFirstLightingChannelFromMask()

int32 GetFirstLightingChannelFromMask ( uint8  Mask)
inline

Returns the index of the first lighting channel set, or -1 if no channels are set.

◆ GetLightingChannelMaskForStruct()

uint8 GetLightingChannelMaskForStruct ( FLightingChannels  Value)
inline

Converts lighting channels into a bitfield

◆ GetTypeHash()

uint32 GetTypeHash ( const FBaseComponentReference Reference)
inline

◆ IsVirtualSamplerType()

bool IsVirtualSamplerType ( EMaterialSamplerType  Value)
inline

◆ LexToString()

ENGINE_API const TCHAR * LexToString ( const EWorldType::Type  Value)

◆ operator&() [1/2]

◆ operator&() [2/2]

◆ operator|() [1/2]

◆ operator|() [2/2]

◆ TeleportEnumToFlag()

bool TeleportEnumToFlag ( ETeleportType  Teleport)
inline

◆ TeleportFlagToEnum()

ETeleportType TeleportFlagToEnum ( bool  bTeleport)
inline