[BUG] Material Panner's Time Attribute Broken

Im not sure if im doing anything wrong here, but I have noticed that I can’t get a scalar parameter to cooperate with a Panner’s time attribute. Not in blueprint nor in sequencer. It doesn’t even work if I pass game time to it through blueprint either.

Obviously it works fine if you don’t plug anything into it. But if you do plug anything in, it just static and remains unchanged no matter what I do.

There was a random moment where I got it to work by unplugging execution pins and plugging them back in. But it stopped working. Couldnt get it to work again. I did also try plugging my scalar into something else to make sure I was referencing in my blueprint properly. Worked fine. There is something weird going on with the Panner Time attribute.

It works for me in an instance. Have you tried that?

I have a source material that im transforming into dynamic material instance. Then im modifying the parameters in that material instance via bp. I did try and change the source material to an instance. No dice.


Can you give me a very cut down material and blueprint, as an example. It’s very hard to debug little snippets out of context like this… :slight_smile:

Sure thing, here it is. Just unzip and drag it into your content folder. I am using 5.2. Drag the BP out into the world and set the wind on/off to 1, and check the boolean at the top to control time. That switches to the material I want to control the timebase.
Example.zip (2.5 MB)

UPDATE:
Had to upload a new version, forgot a texture.
Example02.zip (2.7 MB)

1 Like

Ah, ok, tiling issue - let me check it out a bit more…

I did do a quick test to reciprocate what you were saying. And yeah, I am able to control the time for a 3-4 node material. Even with a dynamic material instance. So it works. So now im just trying to figure out why it has an issue with that particular material setup.

I see what you mean. Doesn’t work.

I have had peculiarities with material time before. For instance, there’s a difference between the way the time node works in the material editor, and how it works in the level.

No matter though, because you can get the effect you want by just multiplying time.

If you want to change the speed, stop it, or make it go backwards etc, this can all be done by just multiplying it by a parameter.

Is that any good?

Your BP also says this

So, you’re not changing the parameter.

This would be better

but also doesn’t work…

il have to try that. The main issue is im rendering a sequence that requires me to render and composite multiple layers. And I have to render them at different points in the timeline. Im running into an issue with this fog blueprint, where the wind effect is popping. So im trying to map the timebase to sequencer keyframes rather than it depending on time. I basically need every frame to the exact same value every time I render the sequence. Multiplying by time will still give me a different result, rather than a precise/accurate value.

UPDATE
And yeah in response to what you are saying, yeah, I tried that as well. Not what im after, but its a good test to see if we can pass game time to it.

1 Like

Ah, yes… Sorry… :slight_smile:

No need! There is definitely some nuance to what im trying to achieve. But yeah, this time issue is quite a brick wall I have hit. Might have to find another way to do the fog for the shot I need.

1 Like

And boom: do it with a material parameter collection

image

MPC

1 Like

Clockwork you truly are the unreal whisperer. I thought about trying an MPC yesterday but it slipped my mind. I also had doubts it would work. You rock! This is gonna help me a lot.

1 Like

:sunglasses: :rofl: