Phriction Documentation Mutable Mutable for Unreal Engine User Documentation Node Reference Material Node History Version 2 vs 3
Version 2 vs 3
Version 2 vs 3
Content Changes
Content Changes
**TODO:** Images of the node(s) in their common forms
==Function==
**TODO:** What this node does.
==Use Cases==
**TODO:** The most common things that you are trying to accomplish when using this node as part of a customizable object. If there's one, link to tutorial or how to that uses it.
==Node Properties==
**TODO:** Description of the node(s) properties, and what are they for.
**TODO:** Images of the node(s) properties.
==Input Pins==
**TODO:** List of input pins: Description of each pin, what to use them for, when does it appear if it's not always shown. List of nodes (with links) that provide for this pin.
==Output Pins==
**TODO:** List of output pins: Description of each pin, what to use them for, when does it appear if it's not always shown. List of nodes (with links) that this pin provides for.
{F106191,size=full}
---
==Function==
**TODO:** What this node does.
---
==Use Cases==
**TODO:** The most common things that you are trying to accomplish when using this node as part of a customizable object. If there's one, link to tutorial or how to that uses it.
---
==Node Properties==
{F106193, size=full, layout=left, float}**Material:** **TODO**
**Images**(array)**:** **TODO**
**Name**(Images array item)**:** **TODO**
**UVLayout**(Images array item)**:** **TODO**
**Reference Texture**(Images array item)**:** **TODO**
**Compression Settings**(Images array item)**:** **TODO**
**Filter**(Images array item)**:** **TODO**
**SRGB**(Images array item)**:** **TODO**
**LODBias**(Images array item)**:** **TODO**
**LODGroup**(Images array item dropdown)**:** **TODO**
**Mip Gen Settings**(Images array item dropdown)**:** **TODO**
**Max Texture Size**(Images array item)**:** **TODO**
**Dither Mip Map Alpha**(Images array item)**:** **TODO**
**Vector**(array)**:** **TODO**
**Name**(Vector array item)**:** **TODO**
**Show Pin on Node**(Vector array item)**:** **TODO**
**Scalar**(array)**:** **TODO**
**Name**(Scalar array item)**:** **TODO**
**Show Pin on Node**(Scalar array item)**:** **TODO**
**Tags**(array)**:** **TODO**
**(Tags array item):** **TODO**
---
==Input Pins==
**TODO:** List of input pins: Description of each pin, what to use them for, when does it appear if it's not always shown. List of nodes (with links) that provide for this pin.
Optional, when disconnected keeps the texture in the material unaltered.
{anchor #rmniptwumc}
(WARNING)It's not efficient to connect the output of an unaltered [[/w/mutable/unreal-engine-4/user-documentation/nodes/skeletal-mesh/|Skeletal Mesh Node]] texture **directly into the same texture input pin** in a **Material Node** when it's not altered in any way. It only forces the texture to go through Mutable without modifying anything, using unnecessary memory and slowing down the operations on the other textures that do actually change.
This is ok, but wasteful:
{F106187,size=full}
Doing it like this is more efficient:
{F106185,size=full}
---
==Output Pins==
**TODO:** List of output pins: Description of each pin, what to use them for, when does it appear if it's not always shown. List of nodes (with links) that this pin provides for.
**TODO:** Images of the node(s) in their common forms{F106191,size=full}
---
==Function==
**TODO:** What this node does.
---
==Use Cases==
**TODO:** The most common things that you are trying to accomplish when using this node as part of a customizable object. If there's one, link to tutorial or how to that uses it.
---
==Node Properties==
**TODO:** Description of the node(s) properties{F106193, size=full, layout=left, and what are they for.float}**Material:** **TODO**
**TODO:** Images of the node(s) properties.Images**(array)**:** **TODO**
**Name**(Images array item)**:** **TODO**
**UVLayout**(Images array item)**:** **TODO**
**Reference Texture**(Images array item)**:** **TODO**
**Compression Settings**(Images array item)**:** **TODO**
**Filter**(Images array item)**:** **TODO**
**SRGB**(Images array item)**:** **TODO**
**LODBias**(Images array item)**:** **TODO**
**LODGroup**(Images array item dropdown)**:** **TODO**
**Mip Gen Settings**(Images array item dropdown)**:** **TODO**
**Max Texture Size**(Images array item)**:** **TODO**
**Dither Mip Map Alpha**(Images array item)**:** **TODO**
**Vector**(array)**:** **TODO**
**Name**(Vector array item)**:** **TODO**
**Show Pin on Node**(Vector array item)**:** **TODO**
**Scalar**(array)**:** **TODO**
**Name**(Scalar array item)**:** **TODO**
**Show Pin on Node**(Scalar array item)**:** **TODO**
**Tags**(array)**:** **TODO**
**(Tags array item):** **TODO**
---
==Input Pins==
**TODO:** List of input pins: Description of each pin, what to use them for, when does it appear if it's not always shown. List of nodes (with links) that provide for this pin.
Optional, when disconnected keeps the texture in the material unaltered.
{anchor #rmniptwumc}
(WARNING)It's not efficient to connect the output of an unaltered [[/w/mutable/unreal-engine-4/user-documentation/nodes/skeletal-mesh/|Skeletal Mesh Node]] texture **directly into the same texture input pin** in a **Material Node** when it's not altered in any way. It only forces the texture to go through Mutable without modifying anything, using unnecessary memory and slowing down the operations on the other textures that do actually change.
This is ok, but wasteful:
{F106187,size=full}
Doing it like this is more efficient:
{F106185,size=full}
---
==Output Pins==
**TODO:** List of output pins: Description of each pin, what to use them for, when does it appear if it's not always shown. List of nodes (with links) that this pin provides for.