very cool, appreciate it! was wondering if there's a possibility to do the same with materialOverlays, since they're rather new I was curious if this was a more scalable option for when you have different damage types :)
So you need to add emissive to every material in your game and add a flash color variable to every damageable actor? What if my mesh is using multiple materials? Do I have to change in all of them? What if I'm using overlays materials as well?
In this case, yes, I'm controlling it through a material parameter so your objects would need this material. You can probably do a search to get all the material IDs in the array if you want (I believe, I didn't try it but this would have been my solution). There was an alternate way I debated using the Stencil Buffer that seemed more modular long term and avoids most of these issues, but there was something weird about it that made me use this method instead (it's been a while so I don't remember the reason). I'm linking here in case you want to try the other method though: th-cam.com/video/PiQ_JLJKi0M/w-d-xo.html
the Damage system used in this video is a prebuilt Unreal thing - if you wanted this to happen OnHeal you'd do something similar but you'd have to make your own event for it instead of the built in Unreal one. Once you figure out the event, firing it, and subscribing, the rest would be pretty similar
Your explanations are really thorough well thought out. Please keep on doing these videos. They are a big help!
very helpful, thank you!
OMG I love your videos. :))
very cool, appreciate it! was wondering if there's a possibility to do the same with materialOverlays, since they're rather new I was curious if this was a more scalable option for when you have different damage types :)
So you need to add emissive to every material in your game and add a flash color variable to every damageable actor? What if my mesh is using multiple materials? Do I have to change in all of them? What if I'm using overlays materials as well?
In this case, yes, I'm controlling it through a material parameter so your objects would need this material. You can probably do a search to get all the material IDs in the array if you want (I believe, I didn't try it but this would have been my solution).
There was an alternate way I debated using the Stencil Buffer that seemed more modular long term and avoids most of these issues, but there was something weird about it that made me use this method instead (it's been a while so I don't remember the reason). I'm linking here in case you want to try the other method though:
th-cam.com/video/PiQ_JLJKi0M/w-d-xo.html
how would i make this work for when the player is healed?
the Damage system used in this video is a prebuilt Unreal thing - if you wanted this to happen OnHeal you'd do something similar but you'd have to make your own event for it instead of the built in Unreal one. Once you figure out the event, firing it, and subscribing, the rest would be pretty similar
18:42 bookmark
Seems like trivial things and a long guide