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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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.
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.
@@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.
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?
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.
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