Materials in Unreal Engine 239
egories, within a M aterial Instance Constant. All parameters
within a material that have the same Group property n a m e will be
listed underneath that category in the instance.
Blend: Blends together each frame of the SubUV sprite layout, rather
than instantly “popping” from one frame to the next.
Texture: Specifies the texture sampled by the expression.
Sampler Type: The type of data that will be sampled and output from
the node.
Mip Value Mode: Applies a noise value to the texture that affects the
look and performance.
TABLE 4.52: Texture Sample Parameter2D Inputs and Outputs
Inputs
UVs: Takes in UV texture coordinates to use for the texture. If n o val-
ues are input to the UVs, the texture coordinates of the mesh the
material is applied to are used.
Output s
RGB: Outputs the three-channel RGB vector value of the color.
R: Outputs the red channel value of the color.
G: Outputs the green channel value of the color.
B: Outputs the blue channel value of the color.
A: Outputs the alpha chan n e l vector value of the color.
Texture Sample Parameter Sub UV: This parameter expression is the equivalent
to a Texture Sample Parameter SubUV expression, in that it is used to store Sub-
UVs of a sprite shee t or texture bitmaps for particle systems usage. However, like
all other parameters in Unreal Engine, it can be referenced and its values change
in an instance of the material at run-time, by level designers, or b y the other engine
components such as Cascade and Matinee.
TABLE 4.53: Texture Sample Parameter SubUV Properties
Properties
Parameter Name: Specifies the name use d to identify the parameter in
instance of the material and through code.
Group: Provides a way to organize parameter names into grou p s, or cat-
egories, within a M aterial Instance Constant. All parameters
within a material that have the same Group property n a m e will be
listed underneath that category in the instance.