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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#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.
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 } |
| #define COLLISION_GIZMO ECC_EngineTraceChannel1 |
| #define NUM_LIGHTING_CHANNELS 3 |
Maximum number of custom lighting channels
| #define SUBSTRATE_TREE_MAX_DEPTH 48 |
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 | |
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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. Make surface unwalkable. Note: WalkableSlopeAngle will be ignored. |
| AspectRatio_MAX | |
|
strong |
Rules for attaching components - needs to be kept synced to EDetachmentRule
|
strong |
Specifies if an AI pawn will automatically be possessed by an AI controller
| enum EBlendMode : int |
The blending mode 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. Make surface unwalkable. Note: WalkableSlopeAngle will be ignored. |
| BLEND_TranslucentGreyTransmittance | |
| BLEND_ColoredTransmittanceOnly | |
| enum ECollisionChannel : int |
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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. Make surface unwalkable. Note: WalkableSlopeAngle will be ignored. |
| ECC_MAX | |
| enum ECollisionResponse : int |
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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. Make surface unwalkable. Note: WalkableSlopeAngle will be ignored. |
| ECR_MAX | |
|
strong |
| enum EFilterInterpolationType : int |
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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. Make surface unwalkable. Note: WalkableSlopeAngle will be ignored. |
| BSIT_MAX | |
|
strong |
Quality of indirect lighting for Movable primitives. This has a large effect on Indirect Lighting Cache update time.
|
strong |
Indicates the type of a level collection, used in FLevelCollection.
| enum ELightingBuildQuality : int |
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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. Make surface unwalkable. Note: WalkableSlopeAngle will be ignored. |
| enum ELightMapPaddingType : int |
|
strong |
Type of lightmap that is used for primitive components
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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. Make surface unwalkable. Note: WalkableSlopeAngle will be ignored. |
| MFPM_MAX | |
| enum EMaterialSamplerType : int |
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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. Make surface unwalkable. Note: WalkableSlopeAngle will be ignored. |
| SAMPLERTYPE_MAX | |
| enum EMaterialShadingModel : int |
Specifies the overal rendering/shading model for a 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. Make surface unwalkable. Note: WalkableSlopeAngle will be ignored. |
| MSM_MAX | |
| enum EMaterialShadingRate : int |
| 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. Make surface unwalkable. Note: WalkableSlopeAngle will be ignored. |
| enum EMaterialStencilCompare : int |
| 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. Make surface unwalkable. Note: WalkableSlopeAngle will be ignored. |
|
strong |
| enum EMobileLocalLightSetting : int |
Enumerates available MobileLocalLightSetting.
| 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. Make surface unwalkable. Note: WalkableSlopeAngle will be ignored. |
| enum EMovementMode : int |
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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. Make surface unwalkable. Note: WalkableSlopeAngle will be ignored. |
|
strong |
|
strong |
| Enumerator | |
|---|---|
| PlatformDefault | Use platform setting. |
| Enabled | Generate Nanite fallback regardless of platform setting. |
|
strong |
Technique for a Nanite mesh to use to ensure its shape is preserved at a distance
| enum ENetDormancy : int |
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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. Make surface unwalkable. Note: WalkableSlopeAngle will be ignored. |
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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. Make surface unwalkable. Note: WalkableSlopeAngle will be ignored. |
|
strong |
| enum EObjectTypeQuery : int |
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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. Make surface unwalkable. Note: WalkableSlopeAngle will be ignored. |
| enum EOcclusionCombineMode : int |
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. |
| OCM_MAX | |
| enum EOverlapFilterOption : int |
Specifies what types of objects to return from an overlap physics query
| 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. Make surface unwalkable. Note: WalkableSlopeAngle will be ignored. |
|
strong |
|
strong |
| enum EPixelDepthOffsetMode : int |
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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. Make surface unwalkable. Note: WalkableSlopeAngle will be ignored. |
| enum ERefractionCoverageMode : int |
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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. Make surface unwalkable. Note: WalkableSlopeAngle will be ignored. |
| enum ERefractionMode : int |
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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. Make surface unwalkable. Note: WalkableSlopeAngle will be ignored. |
| enum ESamplerSourceMode : int |
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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. Make surface unwalkable. Note: WalkableSlopeAngle will be ignored. |
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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. Make surface unwalkable. Note: WalkableSlopeAngle will be ignored. |
| enum ESceneCaptureSource : int |
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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. Make surface unwalkable. Note: WalkableSlopeAngle will be ignored. |
| SCS_MAX | |
| enum ESceneDepthPriorityGroup : int |
| enum EShadowMapFlags : int |
|
strong |
|
strong |
Defines available strategies for handling the case where an actor is spawned in such a way that it penetrates blocking collision.
| enum ESubstrateShadingModel : int |
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.
|
strong |
Whether to teleport physics body or not
| enum ETextureMipValueMode : int |
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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. Make surface unwalkable. Note: WalkableSlopeAngle will be ignored. |
| TMVM_MAX | |
| enum ETimelineSigType : int |
| enum ETraceTypeQuery : int |
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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. Make surface unwalkable. Note: WalkableSlopeAngle will be ignored. |
| enum ETrailWidthMode : int |
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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. Make surface unwalkable. Note: WalkableSlopeAngle will be ignored. |
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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. Make surface unwalkable. Note: WalkableSlopeAngle will be ignored. |
| TLM_MAX | |
|
strong |
|
strong |
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 |
| enum EWalkableSlopeBehavior : int |
Controls behavior of WalkableSlopeOverride, determining how to affect walkability of surfaces 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. 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. 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. 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. Decrease walkable slope. Makes it harder to walk up a surface, by restricting traversal to lower-than-usual angles. Make surface unwalkable. Note: WalkableSlopeAngle will be ignored. |
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Convert a set of three bools into an ECollisionEnabled
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Convert an ECollisionEnabled enum into a set of three bools
| DECLARE_DELEGATE_OneParam | ( | FOnConstraintBroken | , |
| int32 | |||
| ) |
| DECLARE_DELEGATE_OneParam | ( | FOnPlasticDeformation | , |
| int32 | |||
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| DECLARE_DELEGATE_ThreeParams | ( | FOnConstraintViolated | , |
| int32 | , | ||
| float | , | ||
| float | |||
| ) |
| 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 | ( | FPlasticDeformationEventSignature | , |
| int32 | , | ||
| ConstraintIndex | |||
| ) |
Dynamic delegate to use by components that want to route the pasticity deformation event into blueprints
| ENUM_CLASS_FLAGS | ( | EPackageAutoSaveType | ) |
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Returns mask for only channel 0
Returns the index of the first lighting channel set, or -1 if no channels are set.
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Converts lighting channels into a bitfield
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| ENGINE_API const TCHAR * LexToString | ( | const EWorldType::Type | Value | ) |
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