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MaterialSequence

Category Class (UT2003)

UT2003 :: Object >> Material >> Modifier >> MaterialSequence (Package: Engine)

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.

LionsPhil: Actually, if you get the camera reeeally close, it appears that the scaling goes all wrong in the game and you get many tiny repetitions of your texture (as if you'd set the scale to some very small number). Bizzarely, it's fine in the editor itself.

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