A Scanning System And Different Textures..?

Hello everyone!

I’m at the design stage of a survival-horror game set on a mining ship in deep space and want to include a scanning system of some sort.

I was thinking of ‘doing a Metroid Prime’ and having semi-transparent textures in red to show that an item hasn’t been scanned and changing that to a green one when it has.

But I was wondering how I would do this. I want a 2m range so I’m guessing I need a line trace of some sort and a boolean value to determine whether the item has been scanned or not. If it has then the player needs to see the green texture, if not then the player needs to see the red one.

But how do I add the red and green textures to my models…?

Would I do that by adding another 2 channels, perhaps…?

If you guys could point me in the right direction of doing this using Blueprints I would be very grateful!

Also is there some sort of database feature built-in to the Unreal Engine that I can use to log the scans…?

Thanks in advance for any help, I’m a complete n00b to all of this malarkey! Ta! :smiley:

As for the material, you might find this usefull:

Create a Material parameterize e.g. the emissive channel by adding a color parameter to it.
Then you can use these parameters with blueprints like in the description under Material Instance Dynamic.

Thanks a lot for that!

I feel like I’m really starting to get somewhere with my game design now. I’m working on the GDD and models so far but along with this excellent piece of information from your good self I’ve also discovered a fantastic piece of software called UV Layout which is going to make UV Unwrapping (the thing that EVERY developer in their right mind absolutely HATES doing lol) a great deal easier and quicker. It’s $300 for the Professional version, $200 for the Hobbyist version and $100 for the Student version. I’m probably going to go for the Professional version because it has extra features over the other two that makes Light Maps a breeze too.

Thanks for the help! :smiley: