Advanced Material Concepts in Unreal Engine 275
TABLE 5.3: Vector Parameter 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.
Default Value R: Specifies the in itial value of the first, or red, channel
that the parameter takes on.
Default Value G: Speci fies the initial value of the second, or green, chan-
nel that the parameter takes on.
Default Value B : Specifies the initial value of the third, or blue, channel
that the parameter takes on.
Default Value A: Specifies the initial value of the fourth, or alp h a , chan-
nel that the parameter takes on.
Texture Sample Parameter2D: This param eter expression is equivalent to a Tex-
ture Sample expression in that it stores a texture map and retu rns these values.
However, like all other parameters in Unreal Engine , it can be referenced and its
values changed in an instance of the material at run-time, by level designers, or
by the other engine compon ents such as Cascade and Matinee.
TABLE 5.4: Texture Sample 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.
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 5.5: Texture Sample Inputs
UVs: Takes in UV texture coordinates to use for the texture. If n o val-