I have a material. In content browser I have a set of imported png
files (color_1, color_2, color_3…). I need to apply these assets to base color input
one after another every second. The texture sample only have to change textures. Is it possible to implement this using nodes in the material editor?
You can do this with half material, half blueprint. You can make an array of the textures and use a dynamic material instance
I think if you wanted to really badly, you could do this in the material alone. But that would really be a bit of an academic exercise.
Thank you, that was quite helpful! But there is a problem I forgot to mention. The number of textures is not specified, it could be 10, 100 or 1000. So I put them all into a separate folder, that contains only these textures. So how to get all of them and send to Texture parameter value?
You can setup a lot of materials like this with utility blueprints, but you’d need to do that up front, as I believe these don’t work in a packaged game.
Could you please show the material editor blueprint?
It’s just a texture node plugged into the output pin.
You can right click on the node and choose ‘convert to parameter’.