For most of the modeling and animations I’m using 3ds Max. There are some solids where I’m using Multi/Sub-Object materials and applying material modifier to animate the material changes to a specific solid on a specific keyframe. When exporting the 3ds file as .fbx and importing into Unreal Engine, the animated material changes are not showing up. It stays as one of the sub materials the whole animation.
Is it possible to somehow make the materials change on unreal engine 5 just like on 3ds max?
Hi Elvis, there is a solution where you can switch between materials in animation. In the sequencer, when you add the object to the sequence, you give it a track with the Static Mesh Component using the plus sign.
Then, for this component, you can again add the material element switcher component with the plus sign. Here, you can change materials from a dropdown list.
All the best.