I have 50 textures that are sequentially numbered “addresses”. How can I make a single material to reference these so that I can use the various textures on a single duplicated mesh, without making 50 material instances?
You only need to make one material instance, with a texture parameter.
If I make 50 duplicates of a “sign” asset and apply a material instance to it. If I change the texture parameter in the material instance on one of the “sign” assets then it will change on all of them. I am trying to figure out how to apply an individual texture to the “sign” asset without making 50 material instances.
If the sign is a blueprint, then you only have one MI, but you can set the texture parameter on each sign
Wow. That is so helpful. I really appreciate your taking the time to assit me with this. I have the construction script set up, and the texture variable public, and can change the texture on the blueprint but it does not cycle through the textures. I must have something wired wrongly.
Create Dynamic Material Instance: Target- the static mesh; Source Material- first instance.
Set Texture Parameter Value: Value Texture Array.
Is that correct?
How do you mean ‘cycle’?
Did you set the variable as ‘texture object reference’?
Yes, the variable is ‘texture object reference’.
By cycle, I just meant whenever I assign a different texture it does not change on the static mesh.
I apologize, but you have lost me with this question.
Below are some screen captures of what I have done.
Can you show the material?
This
has to be a parameter ( right click it )
and that’s what you’re setting in the blueprint, here
That will be whatever you call your parameter.
I should have noticed that was a parameter. I appreciate your patience. It has been sometime since I have used UE. I made that change and the names match, compiled and saved. And yet, it still does not change the texture.
WAIT! I neglected to save the material, lol. Now it works! You have helped me greatly. Thank you so much.