No announcement yet.

Set material via blueprints

  • Filter
  • Time
  • Show
Clear All
new posts

    Set material via blueprints

    I did a pretty sloppy blueprint for a UI system on a project, I wanted it to be 3d so I used cubes and put a text material on for my title screen and then used set up a simple 'on begin cursor over' 'set material' which uses a different font in italics but when i render the lighting it breaks the material that is set when the cursor hovers over.

    (The forums wont let me post images so i've left a link instead)

    Just wondering why its doing this and if theres any quick fix, doesnt need to be perfect just working (this is just a small project)
    Attached Files

    you could use a movable light and use dynamic shadows for that part of your scene, its breaking because lightmass bakes the lighting info into the material and when you change it that info needs to be recalculated
    CEO of Prydetech

    Originally posted by ixicalibur
    Here you go, this is a link to every tutorial you could ever need plus instructions to access all the collective knowledge of mankind: [Super massive awesome link that every amazing game developer uses to instantly learn to be super awesome at making stuff]


      Your geometry needs to be marked movable.
      Also, you can put real UMG widgets in the 3D scene, too. That might be better depending on specifics of what you need for the UI.