First of all, thank you so much for your great contributions to the community. Your blueprint library, as well as tutorial and general help you give to the members here are invaluable to so many of us. So once again, thank you.
I do have a node request for you if you are still up for requests. Admittedly not being too acquainted with the coding aspects of the engine, I am hoping that it shouldn’t be too complicated a job. The short story, I need to load a material (or material instance) from an asset path, so I can set the material of a Material Billboard. I was looking into the “Load Object from Asset Path” node that you have already created. Unfortunately, it only outputs an Object Reference, whilst the Set Material node that it I need to plug it into requires a Material Interface Reference. So in end-user terms, the same as “Load Object from Asset” but being able to output a Material Interface Reference.
Here’s an example of what I am trying to achieve:
If you are interested, here’s a little more background (if you are not interested, feel free to skip this unimportant part part ):
As a learning process, I am trying to recreate a few levels (complete with objects and behaviour) from an older game. I am trying to do this while avoiding having to edit source material any more than necessary. This means I have to challenge myself to think a bit outside the box to replicate behaviour which is may have been common back then, but which is not seen often anymore.
In this specific case; if you are familiar with how the classic Doom/Heretic/Hexen engine does things, you may know that it doesn’t use sprite sheets, but rather has each sprite frame as a separate image file. Simplified: the name of each sprite is what determines when it is shown. Each sprites name consists of a four letter identifier (i.e. PTN1 for a Crystal Vial pickup, IMPX for a flying Imp creature), then a letter indicating what frame of the animation it is in (for the Crystal Vial it has three frames - A, B & C - which make it look like it has bubbles in the vial), and lastly a number indicating which of the 8 possible angles (in terms of camera vs. object position) this frame should be shown for, using 0 if it should show the same frame regardless of angle.
In my project, this means I have (if memory serves me correctly) 792 sprite images.
I did try to get Visual Studio 2013 Express installed so I could perhaps learn to get some of this done myself… alas, installation fails and from all my googling it seems I’m out of luck. The only solution would be to wait until the next time I reinstall Windows. :\ That said, it may be a somewhat rare case when this node is needed, but whilst I don’t have any links on hand right now, I have seen this feature requested at least on AnswerHub before. For me at least it is a make or break for the project.