So, in the package, the main material is called: M_base
Technically, this is the one to edit, but… if you do ( and while you’re trying to get things right ), every time you make a change, UE will recompile the WHOLE ASSET. Yawn…
So, while you’re sorting things out, make a copy of that material and call it MyM_base.
Edit this material, and where it says:
We’re going to change that to ( deep breath ):
It looks much worse that it is… In fact, if you want to know you’ve got it right, just plug that network into a new material like this:
If you’ve got it right, when you drop the material on something, it will look like this:
In fact, I’ve attached the nodes as a text file. You can open it in any text editor, copy, then paste into the material editor.
That’s it really, but there are a few tuning issues.
When you have made your MyM_base, make a material instance from it.
Now take a mesh from the asset, I used SM_ServerModule03:
It uses material instance MI_Server, they all do. Take a look at that material instance and just copy any parameter you need into your new material instance and plonk it on the mesh.
There are 4 parameters to tune:
That’s what I came up with for this mesh.
- Light size = grid size
- Light speed = how quickly it changes
- U and V slight shifts to get it lined up with the buttons etc.
It’s best to set the speed to 0 while you’re figuring out the others so you can see what’s going on. The list in the pic above works well for that mesh.
Good luck and come back here ( and **quote **me ) if you need help