I am currently using the Runtime Mesh Component plugin to created a tiled landscape but this issue occurs with the Procedural Mesh Component too so this isn’t some unique setup I have.
Anyway, here’s the issue:
The same material instance is being applied to all of these objects. What I WANTED to accomplish is to have the Mesh Components material change from grassy to rocky on steep slopes. This happens fine with the landscape. Something funky is happening with the skeletal mesh there but at least it’s altering. For the mesh components, if I scale the Blend Bias and Blend Sharpness a bunch I can see the results reflected on the landscape and skeletal mesh. For the Procedural Mesh and Runtime Mesh, it’s like… they’ll be completely green with -49 for a blend bias. Then -49.5 it’s halfway between grass and rock - the texture is the same across the whole thing (it’s supposed to be green on the flat part and gray on the sloped part). Then at -50 it’s all gray.
I’m assuming this is a result of the WorldAlignedBlend node being unable to properly get the vertices of these mesh components. Here is my material:
Do I need to be passing additional information into the In World Vector? I’m new to this node and bad with the material editor in general so a lot of this has been guesswork for me - I’m not sure what I might use here.
This is my “SANITY” actor - an actor with a runtime mesh component and a procedural mesh component, built with the same parameters.
I am able to use the Absolute World Position node and it seems to have no problem changing the material
But that’s not what I’m looking for here…