I’m working on a model that has a large set of buttons that light up and which need to be able to toggle independently through Blueprint/code. The entire model uses one texture and material. My plan was to use a single emissive texture that contains all buttons, tied to a parameter, then have each button mesh a separate component in Blueprint. Then in the construction script, I’d turn the assigned materials into Dynamic Material Instances and reference them in variables (possibly adding them to an array). Each button can then be turned on and off independently. However, only a maximum of 10 buttons can be active at any one time.
Now, I wonder if this is the way to go, or if there is another more efficient way of doing it. It works, I already (partly) tested it, but I want to know if this is too inefficient or performance heavy, since I’m still a beginner in terms of understanding performance bottlenecks and optimizations.