Custom c++ material graph

Hi

Is it possible to use a custom function or to overwrite a specific class in order to use c++ for a material graph ?

I would like to have a C++ method to replace this kind of graph and to update my 1.1 constant on the run time :

Thanks

No, because it’s not C++ space anymore or even CPU on that matter. Material editor is generating HLSL code for GPU, which later is transcribed by UE4 to specific library or/and GPU (OpenGL use GLSL, PS4 uses PSSL) and compiled. If you want to check how shader/GPU programing looks like check out sandbox sites like those (it using WebGL which has compatibility of OpenGL ES2, UE4 use that to for HTML5 support)

http://glslsandbox.com/

Now adding any functionality is a lot more complicated then adding nodes to blueprint, there some docs where might be good starting point:

Theres also custom node which let you add custom HLSL code to the graph, but it’s risky to use as there might be problems with portability:

Hi thank you for your answer

I understand about the GPU pipeline and the shaders even if I don’t know yet how to create a custom shader for a material in UE4.

But my goal is just to modify the UV coordinate at run time, I have just succeeded by creating dynamic materials


I have managed to interpolate my UV with a dynamic variable that I can modify in a blueprint (the next step is to use a C++ throw a plugin instead of the blueprint, I have already done that for another example)

What I was missing was the creation and the use of a dynamic material.