I am unable to connect my StaticSwitchParameter in Material Editor because of missing input B. In UDK theres no such issue.
I have attached screenshots.
I am unable to connect my StaticSwitchParameter in Material Editor because of missing input B. In UDK theres no such issue.
I have attached screenshots.
Hi Satheesh,
The issue here is that in UE3 the node is set to “True” by default an in UE4 it is “False”. In the first image, you have a material plugged into a non-active “True” port. To fix this, go into the Switch Param node’s properties and check the “Default Value” box. It will then be set true and only require a connection to the true setting. Or you could plug the material into false. I hope that this helps.
Thanks,
Alexander
Hi Alexander,
In UDK the default value is false like in UE4. As you said i enabled “Default Value” checkbox in UE4 and the error was gone but when i created a material instance constant and overrided the “bHaveNormal” to false it complained about Missing Input B.
Hi Satheesh,
In UE4 the warning message is just that, a message warning you that since there is nothing attached to the node pin it will go to a default. You should be able to still use the material the same way and switch between true/false, but if there is nothing connected to one of the pins, it will go to default. Functionally it is the same as it was in UDK/UE3. Would you like to request the message be removed?
Thanks,
Alexander
Yes i request to remove that message or atleast change the color from red to something else just so we know that its just a warning and we dont have to worry about it.
Alright, thank you for your request. I will enter it into our feedback database. If there is anything else that you would like excluded or added in a future build of Rocket, please let us know.
Thanks,
Alexander
Thank you Alexander.
maybe its better to use some color scheme for warning/errors?
for example:
red - critical/blocking errors
yellow - warnings
green - normal state
blue - selection of node
Sorry to bring this up but I just created a new Material Instant Constant and i turned off bHaveNormal. The error shows up and the material changes to default Grid Material. If i turn it on material works fine as expected.
Hey Satheesh,
This is the expected result. It was before that the object would just go black in UE3/UDK. The new default texture is the grid.
Thanks,
Alexander
oh ok. Thanks Alexander.