Could use some help making a custom material for my game

I love making games with Unreal Engine and come from a programming background, I have gravitated to really enjoying making pretty much everything about making games except a few things, for some reason I just get stuck making materials work right and get a bit discouraged. :frowning:

And thus am running into a serious issue that is making my whole game idea not possible, even though I know it is!

Basically, I need a material that can have its world position and or displacement be offset negatively on the z axis via other dynamic and movable static meshes. So, as you move a static mesh on top of another stationary static mesh, the stationary static mesh offsets its material to “dip” down underneath the moving static mesh a bit, doesn;t have to be a whole lot , just enough to be noticeable. I have seen this been done before with a custom river material blueprint that draws effects based on rocks and such colliding, and even downloaded a few examples but I just can’t seem to get it to work or understand how it works enough to replicate it in the way I need it to. Instead of having this make me lose my steam and burn out thinking about it, I would love to just get some of y’all talented people to just help me out :smiley:

Here is a link to an answer that lead me down trying to accomplish it with using distance fields https://answers.unrealengine.com/que…e-where-t.html

I am willing to pay for your time and or talk to you in more detail about what it is I aim to do.

If you are interested in helping me out, I would seriously appreciate it!

Thanks!

Hi, is this something you are looking for? https://youtu.be/OZFRa3kFGN4

Edit:
The flexi box. https://youtu.be/4GEbbTC1h0A

Hey Konflict,

Thanks for answering me and heh, sorry for the typo. Meant to say appreciate not apprentice. :frowning:

YES!!! That first video is exactly what I am looking for.

Anyways I would love to play around with this later tonight after work, is there some way I can use your example above or pay you for your time making it?

Thanks again!