Material Expressions in Unreal Engine 4 633
CONSTANT 3VECTOR
The Constant3Vector expression outputs a three-cha nnel vector value, in other words,
three constant numbers. An RGB color can b e thought of as a Constant3Vector,
where each ch annel is a ssigned to a color (red, green, blue).
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Properties
R: Specifies the first float value of the expression ou tput.
G: Specifies the second float value of the exp ression ou tput.
B: Specifies the third float value of the expression ou tput.
Shortcut: To place this expression, you may hold the key 3 on your keyboard and
left-click in the graph editor.
Example: (0.35, 0.75, 0.75), (0.7, -10, 2.0) or (150, 235, 247)
Constant4Vector
The Constant4Vector expression outputs a four-channel vecto r value, in other words,
four constant numbers. An RGBA color can be thought of as a Constant4Vec tor,
where each ch annel is a ssigned to a color (red, green, blue, alpha).
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Properties
R: Specifies the first float value of the expression ou tput.
G: Specifies the second float value of the exp ression ou tput.
B: Specifies the third float value of the expression ou tput.
A: Specifies the fourth float value of the expression output.
Shortcut: To place this expression, you may hold the key 4 on your keyboard and
left-click in the graph editor.
Example: (0.35, 0.75, 0.75, 0.0), (0.7, -10, 2.0, 0. 76) or (150, 235, 247, 100)
DISTANCE CULL FADE
The Distance Cull Fade expr ession outputs a scalar value that fades from black to
white and can b e used to fade an object in once it comes within the cull distance. It
should be noted that it does not fade the object out. This expression is quite useful if
applied to the Opacity c hannel of the material nodes to make them fade in and out
of view when the camera comes within the Cull distance (instead of popping in and
out).
PerInstance Fade A m ount
The PerInstance Fade Amount expression outputs a float value associated with
the amount of fade ap plied to an instanced Static Mesh, such as foliage. It is constant,
but can be a different number for each ind ividual instance of a mesh.
Note: This expression works only when it is applied to an Instanced Static Mesh
Actor or othe r Actors that utilize Instanced Static Mesh Components.