I am wondering if I can spawn new geometic primitive in material editor by visual programming, so I dont have to care about cross platform issues
Hmmm, your question is hard to understand.
Do you mean if it’s possible to generate vertices in the material editor by scripting visually?
Yes, thats what I mean.
Currently that is not possible. Geometry adjustment in the material editor is limited to:
- World position offset: which is evaluated in the vertex shader. So it is limited to not using textures and only moving the existing vertices around.
- World displacement: which does use the SM4+ shader stages internally to allow for texture based deformation and tesselation, but the tesselation options are limited to a couple of predetermined settings.
It is very helpful to me, hopes the unreal team will includes geometry shader nodes in future engine core versions.