I want to replace the ground texture with different texture when blood is spiled and after some time to restore it back to original. I will use several different variations of spilled blood so it will be chosen one from a pool. Also very important to note that I will use small meshes so I dont need to replace big texture, instead up to 4 small ones on a single blood spilling. I don’t know so many things so I think to use multiple meshes everywhere as a floor and set only 1 to visible. When blood is spilled make it invisible and instead make another random one visible. Is there any better way to do this without taking much resourses from the cpu?
ps - how to change the texture of a single mesh trough blueprint if thats possible and would it cost less cpu power?
You don’t change the ground material, you can use a decal:
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