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Can you modify dynamic supplies with Materials Layers/Blends at Runtime?


In UE5, I’m merely unable to alter materials parameters at runtime for dynamic supplies made with Materials layers/blends. Altering parameters pre-runtime works and reveals at runtime. I’ve confirmed the values are popping out of the timeline into the set scalar parameter node correctly, however unsure find out how to troubleshoot from right here.

Regular Supplies/Cases may be modified at runtime.

I’m stumped.


Perhaps you probably did however, you’ll want to set the Materials Occasion Dynamic in your static mesh part. In any other case the static mesh nonetheless makes use of the non-dynamic materials



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Respect the response! Sure, I’ve tried setting the fabric in development utilizing each forms of dynamic materials nodes. I even set the mesh materials to the occasion, and the skeletal mesh itself to make use of the occasion (pre-dymanic in fact). So I feel sure if I perceive your query proper.

Complete development setup:

Proper click on on the node so as to add a breakpoint and pie to examine if these nodes are literally being triggered.

If that’s the case, whereas nonetheless in pie, launch controll of the character if you happen to’re at the moment posessing it, and within the outliner choose the character => choose the related mesh part, examine if the mid has been appropriately assigned within the materials slots of that mesh.
If that’s the case, you possibly can double click on on that mid to see a learn solely model with all of the parameters, so examine if the parameters are being set appropriately.



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Okay so THAT was useful in a way. I checked the nodes have been being hit, took a peek on the mesh throughout PIE and noticed this because the assigned Materials:

I do not know what that’s! Looks like it was routinely generated in some way and its actually bizarre the tooltip associated to the map content material folder and the sector says a generic occasion title. Neither make sense, however possibly that is googleable now. Nonetheless open for concepts although…

Actually bizarre.

double click on it, that’s the information generated by the create dynamic materials occasion node



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Sorry I did that too. My scalar parameters are NOT there.

All the materials layer mix parameters are lacking.

that’s almost definitely as a result of they aren’t being assigned to.
put a breakpoint on the set scalar parameter worth node.



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The node does get hit: Breaktpoint:

…however nothing is ever set checked the fabric a number of occasions whereas stepping by. I did discover on the backside right here that the mum or dad is the occasion itself. Ought to it’s the grasp?

okay, expose the variable Exoskeleton Eye Materials Ref, and examine if on play, the reference in there is identical because the reference within the materials slot of you rmesh

They do match, though nonetheless that generic title I don’t know the supply of…possibly unreal simply renames issues at runtime.

Additionally I did examine the reference and the Scalars ARE set in there correctly. The timeline strikes it from 0 to 1.0.

That tells me that exposing it allowed it to be written? Ran a print display on the node as properly and it ran it to 1.0 as properly. So the occasion has the right parameter and worth, however no change in materials.

Then they don’t seem to be the identical.
They simply occur to have the identical title.

Are each of those taking place on runtime? or are you creating the mid on development?

Creating it on Contruction. Let me transfer it to Start play and see.

Transferring all of it to Start Play – Exosekelton Eye Materials Ref by no means will get set. Fascinating.

Fast observe up on this. I returned for now to a Operate in Mat setup with layers driving the capabilities. All work with run-time parameters updating.

Could be actual serious about anybody prepared to share a working parameter change setup for pure Materials Layer/Materials Mix in a grasp Materials setup.

^ Grasp Mat Setups

Hello bbastien!
I stumbled upon the identical concern when making a render move system.
Despite the fact that there may be not a lot i might discover on the web, there IS a solution to do it
(see hooked up screenshot)

setting params on supplies layers simply have a special entry, i discovered that utilizing a parameter information node works simply advantageous



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