UE5 Blueprint Lesson7. Set Material. Dynamic Material Instance. Set Scalar Parameter Value

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  • เผยแพร่เมื่อ 26 ก.ย. 2024
  • Set Cube Material. Simple and not. Different ways.
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ความคิดเห็น • 6

  • @PixelsLaboratory
    @PixelsLaboratory ปีที่แล้ว

    Check my last posted video on this topic, as apparently MIDs are not needed, which is VERY strange. I also made a forum ticket (link in its description). It's beyond me why this works, as the official documentation says you absolutely need a MID in order to control things during gameplay (at runtime), but it works not only by using a MIC instead of MID, but even without using any MI at all, just by using the Material itself 🤯. It's beyond me why, as it completely invalidates Material Instances altogether, not to mention the Constant vs. Dynamic difference.

    • @olegd6801
      @olegd6801  ปีที่แล้ว

      Changes in base material will change all asset with this material. DMI will change only this object. MI is easy to adaptate the new color if needed.

    • @PixelsLaboratory
      @PixelsLaboratory ปีที่แล้ว

      @@olegd6801 Actually in my video I was able to change each asset individually, I even made a Part 2 on my channel. But in the end I finally discovered what the issue was. Behind the scenes, UE still creates an MID, therefore I was not actually setting the parameters of the parent material, but those of some implicitly created MIDs, which explains why I was able to do things that way.

  • @Eduard_Baias
    @Eduard_Baias ปีที่แล้ว

    Tell me please, if I need the lamp to shine with different intensity depending on the approach of the player, how can I do it?

    • @olegd6801
      @olegd6801  ปีที่แล้ว +1

      Target location - (minus) self location -> length. This float divide for some value, add clamp, Min Max how mach you need or connect to MapRange Function. Or use Distance function.

    • @Eduard_Baias
      @Eduard_Baias ปีที่แล้ว

      @@olegd6801 I write you in instagram