MaterialSequence
Properties
MaterialSequence Group
- bool Loop
- Whether the sequence should be repeated once it finished.
- bool Paused
- Whether the sequence is currently stoppen.
- array<MaterialSequenceItem> SequenceItems
- EMaterialSequenceTriggerActon TriggerAction
- What to do when the MaterialSequence is triggered.
UnrealScript-Only Properties
- float CurrentTime (transient)
- float LastTime (transient)
- float TotalTime
Structs
MaterialSequenceItem
struct native MaterialSequenceItem { var() editinlineuse Material Material; var() float Time; var() EMaterialSequenceAction Action; };
- Material Material
- The material to fade in or display.
- float Time
- How long the material is displayed or how long it takes to blend over from the previous material.
- EMaterialSequenceAction Action
- Whether to crossfade to this material or to just display it.
Enums
EMaterialSequenceAction
- MSA_ShowMaterial
- Just display this material.
- MSA_FadeToMaterial
- Crossfade from the previous material to this material.
EMaterialSequenceTriggerActon
- MSTA_Ignore
- Not triggerable.
- MSTA_Reset
- Reset the MaterialSequence.
- MSTA_Pause
- Toggle between stopping and playing the sequence.
- MSTA_Stop
- Stop the sequence.
Methods
Inherited From Material
- Reset ( )
- Resets the MaterialSequence and restores the default value of
Paused
. - Trigger (Actor Other, Actor EventInstigator)
- Triggers the MaterialSequence according to the value of the
Action
property. (see EMaterialSequenceTriggerActon enum above)
Unfallzeuge: I just found out, that material-sequences only work on static meshes and NOT on brushes - (you'll see just a solid colour). Take care that the orientation of your polygons (of your mesh) is right, flip them or make a 2-sided material to show the material-sequence properly.