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Version: 0.12.0 (latest)

UeMeshStandardMaterial

A ready-to-use material with built-in lighting support (ambient, point, directional, spot) and texture handling.

Currently handles up to 1 directional light, 8 point lights and 8 spot lights. Only 1 directional, 1 point light and 1 spot light can cast shadows simultaneously.

Inherits from UeMaterial


NOTE: Most properties listed below are fully implemented in sh_ue_standard. Some advanced maps like bumpMap, envMap or lightMap are still in development.

🧾 Material Properties

PropertyTypeDescriptionDefault
colorcolorBase color of the material.c_white
emissivecolorEmissive (self-illuminated) color of the material. This color is added to the final pixel color, independent of scene lighting.c_black
emissiveIntensityfloatMultiplier applied to the emissive color.0
metalnessfloatHow much the material looks like a metal. Non-metallic materials such as wood or stone use 0.0, metallic use 1.0.0
roughnessfloatHow rough the material appears. 0.0 means a smooth mirror reflection, 1.0 means fully diffuse.1
aoMapIntensityfloatIntensity of the ambient occlusion effect.1
bumpScalefloatHow much the bump map affects the surface.1
normalMapScalevec2How much the normal map affects the surface.[1, 1]
displacementScalefloatHow much the displacement map affects the mesh.0
displacementBiasfloatOffset of the displacement map values.0
lightMapIntensityfloatIntensity of the light map.1
envMapIntensityfloatIntensity of the environment map.1
envMapRotationvec3Rotation of the environment map (Euler angles).[0, 0, 0]
flatShadingbooleanWhether the material is rendered with flat shading.false
fogbooleanWhether the material is affected by fog (Linear and Exponential are supported).true

🧾 Textures

PropertyTypeDescriptionDefault
textures.mapUeTextureThe main diffuse/albedo texture.undefined
textures.emissiveMapUeTextureTexture used to modulate the emissive color.undefined
textures.alphaMapUeTextureTexture used to control the alpha (transparency) per pixel.undefined
textures.ormMapUeTexturePacked texture for Occlusion, Roughness, and Metalness. Color channel mapping: R = Ambient Occlusion, G = Roughness, B = Metalness.undefined
textures.normalMapUeTextureNormal map for adding surface detail.undefined
textures.displacementMapUeTextureDisplacement map for deforming the mesh.undefined

🧾 Methods​

MethodDescription
setColor(color)Sets the base color of the material (e.g. c_red, c_white).
setEmissiveColor(color)Sets the emissive color of the material.