Set Material Property
Blend mode, shading model, two-sided, translucency lighting, and the used-with flags. EVERY ONE OF THESE IS A STATIC PERMUTATION SETTING: changing one recompiles this material and every instance under it on every platform, and the reply says how many that is.
hf_set_material_propertyWriteArguments
| Name | Type | Description |
|---|---|---|
materialreq | string | |
propertyreq | string | Property name as the details panel shows it: BlendMode, ShadingModel, TwoSided, bUseMaterialAttributes, TranslucencyLightingMode, bUsedWithSkeletalMesh, bUsedWithInstancedStaticMeshes, and so on. |
valuereq | string | The value. Enums take the engine spelling: BLEND_Masked, MSM_Unlit, TLM_Surface. Booleans take true or false. |
force | boolean = false | Edit even when the asset cannot currently be saved - for example when revision control is configured but disconnected. The change will be made in memory and WILL BE LOST unless the underlying problem is fixed before saving. Only pass this if you intend to discard the work or fix the connection first. |
Related tools
Nearby in Materials:
- Recompile Material
- Remove Material Node
- Reset Material Parameter
- Set Collection Parameter
- Set Material Layer
- Set Material Node Property
- Set Material Parameter
- Set Material Static Switch
All 28 tools in Materials — 19 more not listed here.